How to use glTF objects as GPUParticles3D

Godot Version

Godot v4.2.2.stable

Question

How do I assign a glTF (.glb) object to a GPUParticles3D node’s draw pass? When I try to quick-load, it doesn’t appear. I also tried copy/pasting the glb file path to “Resource > Path”, and it’s still not appearing:

Does something this basic really require code?

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I have only ever been able to use .obj files as particles.

Ok, I figured out how to do it! No code either, which is nice. Only disadvantage is, if you decide you want to update your model, you have to manually redo the below.

So, the .glb file itself is not directly assignable to the “Pass 1” field since “Pass 1” accepts a Mesh, and a .glb scene’s root is a MeshInstance3D.

With that said, directly under the MeshInstance3D is an ArrayMesh, which extends Mesh:

From the righthand side, this can be saved separately. And the exported file, an ArrayMesh resource, can be dragged on no problem:

image

image

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You can also write custom import scripts that automatically pull out the parts you want and save them as you need.

Then you just go to the import tab, select your script, and hit reimport.

I use such a script for importing models with custom collision models. That way, I dont have to fuss will all the settings for each thing I import (and have more control).

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