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Integrating PROFESSIONAL 3D Assets into Godot 4

  Рет қаралды 2,001

Michael Jared

Michael Jared

Күн бұрын

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Godot 4+ is a very capable 3D platform, and building out a 3D pipeline centered around Godot is pretty easy.
Grab the Pipeline addon here (free updates for life, so don't worry that a new version is coming soon!):
blendermarket....
00:10 Introduction
01:05 Basic scene import (inefficient)
02:35 Setting up the pipeline
04:40 Instancing/batching meshes
07:37 MultiMesh instances using the pipeline
10:03 Discussing the MultiMesh tradeoff: occlusion culling
10:50 Dealing with variations in meshes
17:45 Moveable doors
19:00 Door collisions (composite primitive collisions)
24:55 Door animations
28:35 Floor/wall collisions
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Пікірлер: 10
@Ignawesome
@Ignawesome Ай бұрын
Thanks for the video, really awesome to see someone applying professional standards to 3D modelling for Godot. Most tutorials I've seen don't care about draw calls and don't even mention reusing meshes. I was horrified after importing my level and finding out that I couldn't easily manage repeating objects. I do have one question though, what is the difference between doing the collision primitives your way and just using the -colonly or -convcolonly? Is it just for animating them inside of blender?
@michaeljburt
@michaeljburt Ай бұрын
No problem! Glad you enjoyed. I do have a video called "Blender- Godot pipeline, ok, but why?" That goes into details on the import hint flags (-conv, -colonly) etc. I explain all the different import options and why you might choose one over the other.
@NycroLP
@NycroLP 14 күн бұрын
Hey i got the addon from the "Blender Market's Essential Game Modding Toolkit " bundle. I wonder if it gets updated?
@michaeljburt
@michaeljburt 13 күн бұрын
Hey there. I can get you the update, you just have to DM me on Twitter @_michaeljared
@Grimreaper368
@Grimreaper368 Ай бұрын
Looking at the export side of things. Could you add a few parameters to automate the naming of the mesh? For instance instead of naming the file manually and then making sure you have .tres or maybe .res, or whatever format is needed. - You could have that as a dropdown/enum and have it automatically applied to the naming. - Same with the export name. You can have a dropdown to use the collection name, object name, or custom where you can change it if you'd like. So you just choose the path, and configure the naming and file type via dropdowns and have things a bit more foolproof/automated.
@michaeljburt
@michaeljburt Ай бұрын
These are great ideas and I am going to be looking to do "quality of life" updates in the near future to address this kind of thing. An "auto naming panel" with some options might be necessary to implement your suggestions.
@whiletrue1-wb6xf
@whiletrue1-wb6xf Ай бұрын
Can you share the code for this small window on the bottom right that show all the info
@michaeljburt
@michaeljburt Ай бұрын
Just hit the three dots next to "Perspective" in the 3D viewport, then check "View Information". Hope that helps!
@jiff3151
@jiff3151 Ай бұрын
Thanks for the tutorial. Naive question: Wouldnt it be possible to write a python scirpt for blender, such that it can check if any 2 objects share the same mesh data, and if yes automatically converts them to a linked mesh? From what I understood this alone would allow GoDoT to start batching drawcalls, and it would be a extremely low effort with still substantial result solution.
@michaeljburt
@michaeljburt Ай бұрын
It's a great idea! Implementation might be a bit difficult, however. In this case the artist created unlinked duplicates, meaning the mesh data for each object is completely unique (even though the vertices were identical). So natively, there's no way to "know" that objects are using the same mesh. You could do an ad-hoc solution to check to see if they use the same material. The "real solution" would be that the python script checks the vertices of one mesh against all the vertices of the other meshes in the .blend file (with some float approx equal function) to check to see if they are effectively the same. That could be a very expensive and slow operation. At that point you could link it to the same mesh.
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