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.

You are viewing a single thread.
View all comments
1 point
*

When you export each section as a new scene, you’re saving it as it’s own individual object, no longer connected to the .blend file.

There is are two work arounds, both are a bit cumbersome

  1. You can keep the .blend file saved in a scene, click the mesh node, copy the value, then paste the value onto the instantiated/local mesh node. This doesn’t update each file automatically, but it’s easy enough to keep everything stored locally and move things around as necessary.

  2. Use the Linked library addon in Blender to be able to have a main blender file, but you’ll still need to save each individual object as a .blend and import it into Godot. The benefit of this is that you can edit the files rather quickly, without needing to manually open each file. It’s an Addon that needs to be enabled, then you need to go to file>Link>collections and add your objects from there. The only real benefit of this, again, is having one .blend file you focus on in blender.

I use a mix of both depending on what I’m doing but predominantly use method 2. This updates each object automatically in Godot

You can also write a tool script to automatically replace the mesh when it’s updated, I haven’t done this but it’s technically possible

permalink
report
reply
2 points

Thanks I think I should be able to work something out with EditorPostImport to export the branches/update them if they exist.

permalink
report
parent
reply

Godot

!godot@programming.dev

Create post

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

  • Posts need to be in english
  • Posts with explicit content must be tagged with nsfw
  • We do not condone harassment inside the community as well as trolling or equivalent behaviour
  • Do not post illegal materials or post things encouraging actions such as pirating games

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

  • The icon is a modified version of the official godot engine logo (changing the colors to a gradient and black background)
  • The banner is from Godot Design

Community stats

  • 682

    Monthly active users

  • 705

    Posts

  • 2.8K

    Comments