I'm trying to figure out a nice workflow for my project. I’m currently importing .blend files directly into my project, and that works great!
Describe the problem or limitation you are having in your project
In Blender it is also possible to make asset libraries, so you can make a .blend file that contains objects that can be linked to from other .blend files. It would be nice to be able to use that feature, but Godot doesn’t seem to like it when I try to import .blend files that have links to other .blend files.
When I export to .gltf from Blender it does include the linked objects. So I was expecting that Godot would run Blender’s gltf exporter on importing a .blend file and give me the same result.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Make the .blend importing behaviour in Godot the same as the export to gltf function inside of Blender.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
If this enhancement will not be used often, can it be worked around with a few lines of script?
I don't think a custom importer script will work, as the conversion happens before the script can run. The only solution would be to export to .gltf inside of Blender.
Is there a reason why this should be core and not an add-on in the asset library?
This would make the .blend importer more powerful.
Describe the project you are working on
I'm trying to figure out a nice workflow for my project. I’m currently importing .blend files directly into my project, and that works great!
Describe the problem or limitation you are having in your project
In Blender it is also possible to make asset libraries, so you can make a .blend file that contains objects that can be linked to from other .blend files. It would be nice to be able to use that feature, but Godot doesn’t seem to like it when I try to import .blend files that have links to other .blend files.
When I export to .gltf from Blender it does include the linked objects. So I was expecting that Godot would run Blender’s gltf exporter on importing a .blend file and give me the same result.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Make the .blend importing behaviour in Godot the same as the export to gltf function inside of Blender.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
I'm not sure how the .gltf export function inside of Blender and the .blend importer inside of Godot differ, but I'm assuming Godot uses Blender to convert the .blend to .gltf in the background. (https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/available_formats.html#importing-blend-files-directly-within-godot)
If this enhancement will not be used often, can it be worked around with a few lines of script?
I don't think a custom importer script will work, as the conversion happens before the script can run. The only solution would be to export to .gltf inside of Blender.
Is there a reason why this should be core and not an add-on in the asset library?
This would make the .blend importer more powerful.