Open viksl opened 3 weeks ago
glTF doesn't have collections, when you export from blender they'll either get skipped or replaced by nodes if you export with the "Full Collection Hierarchy" option. it's the same with godot's .blend import because it just exports glTF from blender for you. Collections is a feature exclusive to blender
Possibly in Blender itself too, create different files and then only save particular mesh into your blend file for your Godor project but it's cumbersome.
Have you already looked at Blender 4.2 collection exporters? They allow you to selectively export to different files only the collections that you want to export, give you granular control over the export settings and store those settings right in the blend file
I see, I thought the export worked a bit differently. I thought there's a blender export python script given to blender to export meshes since there are various hints which godot uses such as -noimp
. So we actually always export everything and then decided what not to import in Godot?
I wonder if there couldn't be a better way to handle this?
I wonder if there couldn't be a better way to handle this?
There is, collection exporters 🙂
Yeah but I mean better way to handle this in tandem with Godot's importer.
Describe the project you are working on
3D Game using Blender to model.
Describe the problem or limitation you are having in your project
I use lots of mesh variations when prototyping, reference meshes, references in general in the background, test surfaces, ... All of this gets imported unless I give it
-noimp
hint.Describe the feature / enhancement and how it helps to overcome the problem or limitation
If a program offers Collections (such as Blender) or similar feature, allow the
-noimp
hint on the collections to block the entire collection from being imported into Godot. Maybe some other import hints would also make sense?Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
It's the extension of the existing feature.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No - well maybe a pre-import script. Possibly in Blender itself too, create different files and then only save particular mesh into your blend file for your Godor project but it's cumbersome.
Is there a reason why this should be core and not an add-on in the asset library?
Import hints are already core.