If you check the box under File>External Data>Automatically Pack Resources, then image textures will be brought from Blender into Godot without needing to have them in a separate folder in godot
@5th_Vertex9 ай бұрын
game engines that making billions could not do it? wth is going on here at all?
@alexoy2k8 ай бұрын
godot is an open source engine, meaning it runs on donations, so as they need money to continue supporting the engine, they do what their users want. that's why their users like the godot team.
@talanock5 ай бұрын
you can do the same in unity and ue4/5...import entire Maya scene etc. this isn't anything new and frankly depending on the project is actually worse for the pipeline IMO.
@albert69Einstein2 ай бұрын
@@alexoy2k exactly why i freely donate to the godot monthly.
@thomsencummings84716 ай бұрын
it's great for quick prototyping, but having a separation layer between developing and exported design is very good. use this to try things out, but export to glb/gltf
@OrangeIND-8 ай бұрын
power of open soure godot love this engin
@scotmcpherson8 ай бұрын
It’s a very bad idea to use .blend files. Any changes made to blender could inadvertently impact your Godot project. You also don’t want assets that can be changed externally without explicit reimporting. Again, because of inadvertent changes. Very much not best practice.
@JimJakubJames7 ай бұрын
Yeah, that's why people use version control systems. Or you could just use different directory for blender and godot. Is there any problem with .blend files per se?
@scotmcpherson6 ай бұрын
@@JimJakubJames it’s the same difference between a word document and a pdf document. Yes you “can” edit both, but one is inherently designed to be modified whilst the other needs to be handled properly to do so.
@thegreendude20866 ай бұрын
Sometimes bad practices are the best way to get a project done You don't need to use the proper way to make a good game Of course, if you work in a big studio then you're not gonna import a blender file, but then again I doubt you would be using Godot in that setting
@fabiandrinksmilk62055 ай бұрын
Should be fine for iterating at first. You'd want to export proper assets for release though.
@surrealife27 ай бұрын
Godot implicitly converts the .blend to .gltf using this setup. This is probably useful for quick prototyping, but isn't so apt for more mature workflows
@Blargis3d6 ай бұрын
I do it like this for my workflows and it works fine for me. I’m thinking if you’re a solo dev it should be fine but if you’re on a team, probably best to export so you don’t inadvertently screw up someone else
@The-Ink-Dragon979 ай бұрын
THANK YOU!
@Uradamus9 ай бұрын
This isn't true .blend support. All Godot is doing is running Blender in the background to export your file's contents as GLTF which Godot then converts to its own internal resource structure, just as it does with any other GLTF file. Same goes for FBX, just using a different 3rd party converter. Natively Godot only supports importing OBJ, Collada and GLTF. But Collada being a terrible and vague specification, it was never really well supported outside of using the Godot developed BetterCollada exporter add-on for Blender.
@Dave1026938 ай бұрын
So it’s emulation?
@Uradamus8 ай бұрын
@@Dave102693 No, emulation implies recreating the behavior of hardware in software. This is just one piece of software running another in the background to perform a task.
@zarya_games7 ай бұрын
What do you mean by not true .blend support? It's WYCIWYG in the purest form - if Godot rolled its own implementation of everything (triangulation, modifiers etc), that would create inconsistent behavior as soon as the Blender team changes the implementation any of these things. By referring to the local Blender installation, Godot is actually keeping everything as internally consistent as possible on the developer's PC. Walks like a duck, you know, and is trivial to implement in comparison to the alternatives.
@lemonworm7 ай бұрын
so whats your opinion using FBXs then? is it that bad that its using a converter? There are just a lot more tools for batch exporting fbx models than gltf.
@GenericInternetter3 ай бұрын
Oh I didn't know this, thanks!
@GoodguyGastly Жыл бұрын
Hmmm. Im using UE5 but Godot looks like it has some nice QoL features. Do you use gdscript or c#? Edit: nvm i subbed and see you have a video on gdscript
@kishirisu1268 Жыл бұрын
Godots QoL is pain, tear and suffering. Literally nothing works as it should. Only if you just new user you can have an ilusion of “simplisity”, but dig deer and you see pile of bugs that never fixed.
@GoodguyGastly Жыл бұрын
@@kishirisu1268 So it's like every other piece of software then?
@RenderingUser10 ай бұрын
@@kishirisu1268 I've mainly worked in 2d and I've never encountered the problems you mentioned
@RenderingUser10 ай бұрын
Also, i just use gdscript. It's got native support for that. So it's enough
@kewa_design9 ай бұрын
@@kishirisu1268this is a straight up lie xD also for 3D
@Leymora7 ай бұрын
Just export to GLTF please...
@sebbosebbo97949 ай бұрын
thats so great...
@samual_not_samuel8 ай бұрын
File.blend (25mb) File.glb (1.7mb) Sorry but this doesn't seem like it's worth the convenience.
@martin-gaming8 ай бұрын
But you still have the blend file?
@samual_not_samuel8 ай бұрын
@@martin-gaming Sorry, but could you clarify please? I don't understand what you're asking.
@martin-gaming8 ай бұрын
@@samual_not_samuel Don't you still save your Blender projects as a blend file anyway?
@samual_not_samuel8 ай бұрын
@@martin-gaming Yes you still have the blend file, but the problem is putting that blend file inside your godot project dramatically increases the size of your game. Think about it the example I gave the blend file was 14x the size of the glb file. That was just one file, a single low poly entity with a few animations attached. Do that to every single glb file, and obj file. What should have been a small game with a file size of only a 5gb suddenly turns into a +100gb game. It is just bad optimization, and bad game design.
@martin-gaming8 ай бұрын
@@samual_not_samuel When you export your game for release you don't ship your entire project file collection. So i think when you use .blend and you export your game you just use the same mesh array data like every other object
@5thstate5 ай бұрын
What of the animations? I tried this alright but there was an isdue with the Anim tree. Im frequently told to create a 'new inherit' or open 'my blend file's animation player' anyway since it isnt imported.
@maucazalv9039 ай бұрын
This work perfectly but for some reason the animation does´t export well all of the 4 animations from my blender file works well on blender but in godot they all have the same animation stored :v7
@jacobsmith15039 ай бұрын
Make sure none of your animations have the star checked in your nla editor
@maucazalv9039 ай бұрын
@@jacobsmith1503 it still happens, even after re-importing the model
@steventomek42369 ай бұрын
i can't import any of my textures even with File>External Data>Automatically Pack Resources checked, how can I import them into godot?
@user-wh9cn8hi5j2 ай бұрын
False, there IS need to export ur models in any format but .blend when u about to export final release because .blend file weight x10 more then fbx or obj, so if u dont want ur crappy low poly game weight as AAA does u want em in other format, further more u also can store audio files in mp3 instead of wav so u save additional portion of space. I hope u don't store ur textures as .psd at least
@Kostkaa685 ай бұрын
2:00
@deepakkoli938518 күн бұрын
My system specs is low i can't install blender 3. I am using blender 2.79 and this version is not supported by godot 4
@teastorm6 ай бұрын
I have my Blender installed through the Microsoft Store. I tried linking it, but it doesn't seem to let me, is there a specific method for this?
@thegreendude20866 ай бұрын
I recommend not using the Microsoft version then. I am confused why this is in such a store anyway. Last time I checked I could just download the entirety of Blender as on folder, which also makes it portable btw
@RandomGuyyy10 ай бұрын
Yeah and then you sometimes get the red cross with error message "modules/gltf/gltf_document.cpp:7432 - Condition "err != OK" is true. Returning: ERR_FILE_CANT_OPEN".
@bradleyamos95197 ай бұрын
3:00
@ortopediatria51855 ай бұрын
Can you help? it didnt work.
@pliniopvv10 ай бұрын
my godot don't found the .blend file. ;(
@wydua20496 ай бұрын
Pls stop using this low attention span subtitles
@shakoom_Ай бұрын
I don't think it's a good practice
@bestapps47098 ай бұрын
How to see import .obj with rgb materials colors❤ buddy?
@FourLionsClips9 ай бұрын
unable to blah blah blah
@enriquebp60706 ай бұрын
Wait a second....so the hair in blender Will work in godot??
@Blargis3d6 ай бұрын
I haven’t actually tried hair or particle systems so I’m not 100% sure