Ello, im new so theres maybe something simple im messing up, im exporting a gltf from houdini, its supposed to be a mesh and its collision geo, which i've named with suffix "-colonly", but i dont understand when i open the gltf its showing the mesh named "mesh" and "mesh2" with a grey(??) symbold "ID"?? which has the correct name, but it doesnt seem to be working when i drag the gltf into my scene the collision geo isnt recognised as such and the heirarchy doesnt look correct.. im really lost
#GLTF scene / mesh names confusion
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Have you made the model in Blender by any chance? If so, your objects in Blender have a name, and then the individual primitive shapes also have a name, so the "Mesh" and "Mesh2" would be the object names, and then the things you see on the next level are the names of the meshes that made up the object.
So, if you take a look at my screenshot here, you can see I named this object in Blender "Foot.L", but the cylinder that I created which makes up the basis of the object is called "Cylinder.026".
When looking at that in the GLTF import screen in Godot, you see the same naming:
Nevermind, I just re-read and saw you mentioned you made it in Houdini, my bad. I suspect it may be something similar though (in terms of the naming)
thanks, im still researching a good workflow in houdini exporter, can you explain to me however, in blender, what is the green triangle icon next to Cylinder.026 with the little squares on the points? and what is the white mesh icon in godot that reflects that same name, i dont get what the difference between the red mesh icon and white mesh icon is, why they have seperate names and why the white one is a child of the red one
It is the mesh data, where as the orange text [in Blender] and red icons [in Godot] are the objects. So when you import into Godot, you don't see the mesh data objects as objects in Godot, you'd just see the objects (in your case Mesh and Mesh2 and the mesh data would be stored within them
If you want to see how it looks in Godot in terms of tree structure, right click your GLTF file and choose to create a new inherited scene and you'll be able to see the tree
right, but why is the mesh itself and the mesh data seperate, and how can they have unique names? I am able to set the mesh data name in houdini, but the mesh object itself remains un-named, and godot is specifically looking for the mesh object name for flags like -colonly etc
In blender, an object is like a container? but in godot its a mesh object? i think I get the general idea but still feels a little strange to have the two entities separated like that
in other tools - I'm not sure. In Godot, though, you could store your mesh data in a res file and then share that res file between multiple scenes whilst having a MeshInstance3D (the ones with the red object in the import screen) with different properties set.