godot: glTF tree hierarchy doesn't respect Blender collections
Godot version
v4.0.stern-flowers.331.custom_build [471aae3b7]
System information
manjaro Gnome 21, AMD R7 200 series, Intel i3 3.0 GHZ,8GB RAM
Issue description
The tree structure in blender:

The tree structure in godot:

As you can see, godot doesnt respect the hierarchy, which each collection should be a empty Node3D This will make easier to organize things during development!
Steps to reproduce
- Create various collections in blender
- Export to GLB
- Import inside godot
Minimal reproduction project
No response
About this issue
- Original URL
- State: closed
- Created 3 years ago
- Comments: 15 (11 by maintainers)
Closed as fixed in Blender 4.1.0. (So not a Godot bug.)
For anyone interested, me and a friend made a workaround using blender empties:
https://github.com/SwatDoge/DQBCTEGS
We don’t really care about the technicalities, we need the hierarchy sorting for our workflow.
See https://github.com/KhronosGroup/glTF-Blender-IO/issues/1456 for recent news.
Collections in Blender are not the same as a tree hierarchy, their contents are not guaranteed to be unique (multiple collections can have the same object). They are more like tags. So I’m not sure this is possible.