Summary
Highlights
The video starts by discussing how to export 3D models and animations from Blender. The recommended format is glTF due to its speed and efficiency. Key steps include limiting the export to only selected objects (the model and the deform rig, not the control rig) and using action filters to select specific baked animations, typically identified by a 'anim' prefix.
To import, copy the exported model to the Godot project's asset library, organizing it into logical folders (e.g., 'model/enemy', 'model/main_character'). Before re-importing, set the animation extract path to a new folder (e.g., 'anim' within the character folder). Ensure all relevant animations are checked and their paths are set.
A crucial point for Godot users is to check 'Keep custom tracks' when importing. This prevents losing custom audio or visual effects (VFX) added to animations when re-importing updated models from Blender. This feature allows custom tracks to persist, saving time from rekeyframing effects repeatedly. It's noted that while custom tracks are kept, minor alignment might still be needed.
When using custom shaders or materials in Godot, it's essential to save these materials separately. Once a model is added and made editable, save its material (e.g., as 'main_character.tres'). This ensures that when the model is re-imported from Blender, Godot uses your custom material instead of replacing it with the default Blender material.
A final tip is to always limit exports in Blender to 'selected objects' only. Failing to do so can result in exporting unnecessary elements like control layers, lighting setups, and other scene clutter, which can negatively impact performance and organization within Godot.