Open Uradamus opened 11 months ago
I think the .glb files are exported, although the .blend files are there too for the convenience of making edits to the meshes. Are their presence causing the Godot editor problems?
Hi, in the current master version I get "Error importing 'res://addons/cyclops_level_builder/art/gizmos/gizmo_rotate.blend'" and "Error importing 'res://addons/cyclops_level_builder/art/gizmos/gizmo_translate.blend'". There are .glb versions of them, but on every focus to godot it trys to reimport with the same messages.
For the Installation i followed your Youtube-Video with copying the addons folder to my project and put it under Autoload, change the name to CyclopsAutoload and activate the Plugin, reloaded the project now for a few times, but still get the error.
I've moved the .blend files out of the /addons directory in the master branch. I'm not sure why you're getting those errors, but this should solve it.
If a user doesn't have Blender installed, or when Godot is experiencing problems that keep the "blend import" option from working (which is currently the case with Godot 4.2 and Blender 4.0 for me), then this add-on becomes uninstallable without a bunch of manual intervention that most users will not bother to do (myself included). As it won't import the .blend files properly on its own.
So an obviously solution would be to provide GLTF files directly, instead of relying on the user having the right version of Blender setup that will allow Godot to run their local copy of Blender to export the GLTF, since that is all that the "blend importer" really does. It just runs Blender in the background and exports the contents of the file using the default GLTF exporter settings.
I really wish Godot had proper blend support, but its just smoke and mirrors and leads to problems like this. Better to side step it all together and just export the GLTF directly on your end to pack into the add-on releases, since they are going to end up as GLTF one way or another anyhow.
You can always still provide the .blend files in another dir outside of the addons one if you want to continue giving end users easy access to the .blend files, but the addons dir itself should use GLTF files to avoid problems like this.