this post was submitted on 21 Sep 2023
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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.

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[โ€“] Rodeo@lemmy.ca 1 points 1 year ago (1 children)

A few things to note there:

  1. 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.

  2. 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.

  1. There is the Godot Blender Exporter which you may find useful instead.

  2. 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.

[โ€“] Toasteh@lemmy.world 2 points 1 year ago

EditorPostImport sounds promising. Hopefully I can make it save the branches or update them if they already exist. Thanks!