Hey guys I’ve recently been looking at Godot since Unity has set itself on fire. I’m liking it so far but I’ve run into a small issue that disrupts my usual workflow. I like to store multiple meshes as separate objects in a single .blend file for meshes that are very related to each other like pieces of a build kit. I was able to split the meshes into separate scenes by opening the .blend scene, right clicking and allowing children to be editable, then exporting each branch to a new scene. This works as expected with one problem. The exported branches don’t update their mesh when I save changes to the blend file. Is there a fix for this?
If not I can always split the blend into multiple files. Its just less convenient. Perhaps exporting to colladae would work too? I didn’t try that yet but ideally I would like to keep using blend files only to avoid exporting every time I make a change.
What about modifying the importer to automatically export each branch to a new scene?
A few things to note there:
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That importer is probably part of the engine code, probably in C++, and if it is it will require recompiling the engine and using your custom build for your game.
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From the docs on 3D importing:
.blend
(Blender). This works by calling Blender to export to glTF in a transparent manner (requires Blender to be installed).
So it looks like the blender importer is already using the (recommended) gltf format anyway.
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There is the Godot Blender Exporter which you may find useful instead.
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You can write a tool script that extends EditorPostImport and do things with the scene on import without having to modify engine code. I’ve used this to great effect on gltf files.