Blender -> Godot
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About:
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Using suffixes to customize import .
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About collision generation:
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"Unlike triangle meshes which can be concave, a convex shape can only accurately represent a shape that doesn't have any concave angles (a pyramid is convex, but a hollow box is concave). Due to this, convex collision shapes are generally not suited for level geometry. When representing simple enough meshes, convex collision shapes can result in better performance compared to a triangle collision shape. This option is ideal for simple or dynamic objects that require mostly-accurate collision detection."
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Formats:
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glTF:
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Shape Keys:
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"If your model contains blend shapes (also known as 'shape keys' and 'morph targets'), your glTF export setting Export Deformation Bones Only needs to be configured to Enabled under the Animation export configurations. Exporting non-deforming bones anyway will lead to incorrect shading." - Godot Docs.
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[Godot Bug] Sometimes the Mesh needs to be reopened for the Shape Keys to work properly after editing and saving one in Blender.
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.blend:
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"From Godot 4.0 onwards, the editor can directly import
.blendfiles by calling Blender's glTF export functionality in a transparent manner." It is not explained how this is done, but it does not seem to make a difference.
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Animations:
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Setting a 'Manual Frame Range' in Blender makes the animation cut off when imported to Godot; this is desired.
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Enabling the 'Cyclic Animation' option in Blender does not make the animation loop in Godot.
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Importing using '-loop' at the end of the Animation or NLA Track name makes it loop inside Godot by default. Example: 'animation_or_track_name-loop'.
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NLA Editor:
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Empty tracks are not exported to Godot.
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If you are editing an animation in the NLA Editor, nothing can be exported. It will give an 'action is read-only' error. Stop editing the animation and try again if this happens.
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Rigging:
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IKs:
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IKs can be imported without issues, but they do nothing.
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During export to glTF, IKs are baked to FK so that the animation plays even though IKs do not work. The IK controller Bones move during the animation but have no effect on the Armature, as the IK was removed.
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Bones:
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Only deformation Bones are exported.
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Regardless of animation method ( Common/Tweaks + IK or Common/Tweaks + FK ), after exporting, all Deformation Bones are auto-baked and all other Bone influences removed. Good but strange.
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"What to do when using animations defined with both IK and FK simultaneously?"
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Ensure that when an animation uses FK, the IKs should not influence the Mesh, and when using IK, they should.
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This ensures no issues during Deformation Bone baking.
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Considering this baking condition, ideally maintain consistency: choose IK or FK and keep Mesh influence consistent to avoid issues during 'auto-bake' on export.
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[~Possible Godot Bug] I believe Godot Bones point by default to the origin point of the mesh when there is a direct parenting between a Mesh and Bone via 'Ctrl + P -> Bone' (i.e., direct, without Weight Paint).
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To avoid this visual bug, do not use 'Apply Location' on the Mesh; instead use 'RMB -> Set Origin -> Origin to Geometry', so the origin point stays inside the mesh instead of the floor when viewed in Godot.
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