Weird scaling issue with gridmap meshes

Godot Version

4

Question

I’ve been making a tilemap for 3D mapping in godot, and it’s been great! I noticed my stairs were a little too tall, so I went back to blender and simply scaled their z axis by half. Reimport and… it didn’t scale. Decided to investigate.

Instead of the model just being the size it is blender, it’s importing it as full size. In the inherited scene it’s the proper size but the transforms show that the scene is scaling Z by 0.5, and then when exported as a mesh library and used in a gridmap it is back to full size.

So for reasons I cannot understand, it’s as if my scaling a model in blender is being applied as scaling in godot rather than scaling of the model, and then that scaling isn’t applied when its a mesh library. This is driving me crazy - I’ve tried deleting everything and reimporting, reworking from scratch, and its all the same. And this is not the normal behavior of using scaling in blender as I used the scale tool on other models and this didn’t happen.

you should go in to the transform section and change the scale manually in godot. also don’t forget to make the grid size match with the stairs size :slight_smile:

That’s because you need to set the scale as default in blender
Select Object > Ctrl + A > scale

You know it’s good when your scale in blender is 1.

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