Hey there guys!
I just started looking into Godot again thanks to its new awesome *.blend import feature. 🙂
That left me with some questions for the direction this is heading.
As much as I understood, Godot doesnt read the blend file directly but rather converts all the objects in there to gltf
and from there on godot picks it up.
So my question would be:
Is there a non-destructive workflow planned?
i.e.: ignoring boolean meshes, ignoring curves used to instance points.
They could be placed inside folders where the folder name could be the actual model name.
And a 'meta' folder inside that, to store all the parts to be ignored. i.e. boolean meshes, curves...
Also for a 'convenient' mapping workflow, instanced groups would be great.
Those instanced groups could ideally then be converted into mesh instance inside godot.
Those instanced groups are then used for mapping out your scene.
So the actual model only is exported once.
Datasmith for Unreal (Maya, 3dsmax), or Convexer for Source engine (Blender) do this very well.
Is there some sort of roadmap for iFierys awesome work on the blender i/o stuff?
Thanks for any hints!