Exporting from Blender to Godot and how to Import properly in Godot

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Summary

This video explains the process of exporting 3D models and animations from Blender to Godot, focusing on best practices for efficient and clean imports. It covers selecting objects, choosing the right file format, organizing assets, and managing materials and animation tracks within Godot.

Highlights

Exporting Models from Blender
00:00:02

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.

Importing Models into Godot
00:01:56

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.

Managing Custom Animation Tracks in Godot
00:03:07

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.

Saving Custom Materials in Godot
00:04:47

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.

Avoiding Clutter during Export
00:05:52

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.

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