FBX Batch Importer
Godot 4.4 FBX Batch Importer & Texturer Tool
Description
This tool script for Godot Engine 4.4 automates the process of importing multiple FBX files from a specified directory, extracting the primary mesh from each, applying a material, and saving each textured mesh as a new .tscn
scene file. The material can either be loaded from an existing Godot Material resource or automatically created from a set of provided textures (Albedo, Normal, Metal, Emission, Roughness).
Benefits
This gets around some limitations on bulk importing FBX files from asset providers such as Synty. The end result is a tscn with only a single mesh inside. No animationplayers, not blank material 0, no hoping the fbx is configured to load an actual texture so you don't have to manually apply it yourself.
Requirements
- Godot Engine 4.4 or later.
- Note: Because of the addition of UIDs, this plugin expect 4.4 or later. It is untested on <4.4.
- A Godot project setup.
Instructions
- Add the folder fbx_bulk_conversion to your
addons
folder. - Add the addon to your project.
- Under Project> Tools, select FBX Batch Importer
- Select your material file for albedo / material. This can be an image file or .tres file.
- If you are using image files, you can create a material with additional layers by populating the 'normal', 'metal', etc. fields with their corresponding files.
- Select the material output folder if you are creating a material. If you are using a .tres file that is a complete 'material' and not a compressed texture 2D, you do not need to select this option.
- If you only wish to process the material, you can use the "Process & Save Material" button once you've selected the files and the output destination.
- Select the FBX source directory.
- Select the output directory for your TSCN files.
- Trigger the batch with the "Process FBX Files" button.
Notes and Warnings
I have only tested this with Synty assets using a single PNG file. I included the options for normal map, etc., but I have not yet tested them. That's the primary reason this is not consider the 1.0 release. If someone else confirms they work, or if I test it, I'll move to 1.0 rc.
Support Me
You can donate to me through my itch.io profile or through my Ko-fi link.