Imported glb has merged faces

Godot Version

4.5.stable

Question

I have a cylinder with some ring cuts and bones in Blender 4.3.3:

When I import it, all of the cuts are missing:

HOWEVER, if I edit the cuts they import correctly:

Anyone know the reason? I can recreate it with a cut cube without any bones:

That looks like an optimization pass is active on the export.

Try to import back into blender first to determine if it’s Blender’s export or Godot’s import doing it.

I forgot to mention that I tried that, importing back into blender has the cuts as expected

What happens if you disable “Generate LODs” in import options?

2 Likes

Is the model oversized or extremely large? If so then the camera zoomed right up to the leg might reveal the cuts. I’m not sure why the lower LOD would be visible …

Quick tip in case the blend is oversized: make sure the transforms are applied in Blender using object->apply transform on the mesh, armature and all the nodes. Probably best to apply them individually in case blender chooses the first selected object.
Then you are probably ok with the default export settings - they usually reset for me after i reload the project. Also its a good idea to only export the selected objects, and for complex rigs check the ‘only deformation bones’ option.
Also ensure that the blend file has 1m per blender unit in the settings.

Thanks for the help all! Disabling lod on import fixed it: