Blender To Godot 4 Pipeline Addon

by Michael Jared in Addons


Configure colliders, multimesh, scripts and materials directly in Blender using this add-on!


Recent quote from a Godot developer:

Great Plugin! I was close to going crazy with the default gltf-importer... I especially love the nested collider support and automatic primitive collider generation!


Current Version: 2.2

Release Date: July 15, 2024

This pipeline works in two parts:

  1. The actual Blender addon (this purchase)
  2. A Godot addon available from the Godot Asset Library called "Blender-Godot Pipeline". This contains SceneInit.gd and GLTFImporter.gd, for convenience

Godot Version Status:

4.2.1-stable -> stable
4.2.2-stable -> stable
4.3-dev5 -> stable
4.3-beta3 -> stable

July 24, 2024: Godot Asset Library "Blender-Godot Pipeline" is in sync with this version


Blender has an incredible number of tools for creating models and textures. Leverage the power of Blender to do almost everything you need to for your 3D scenes in the Godot game engine.


The Basic 3D Workflow

Blender:

  • Model your 3D scene in Blender
  • Using the Blender to Godot 4 Pipeline Addon, set up collisions, multimesh, custom shaders, materials, NavMeshes and more inside Blender
  • Get PBR materials, animations and more into Godot by leveraging the GLTF standard

Godot:

  • Set up the default Scene Import path in your project (Project Settings -> Import Defaults -> Scene -> Import Script) to be the GLTFImporter.gd file (suggested workflow is to use the Godot AssetLib addon when it is synchronized, so the path is consistent)
  • Export the GLTF from blender or save the .blend file. Drag it into your Scene
  • Now with hot-reload (v2.0), you no longer have to hit Make Local or unattach the script! It happens automatically.

Check out this sample Godot project on GitHub, including a .blend file.


Version Updates

  • v2.2 .blend file support, Blender material slot-to-Godot-path, "skip object" toggle, improvements to trimesh and simple collision structure, "disable texture exporting" option
  • v2.1 Quality of life update. Provided a "quick access" dropdown for setting paths. It remembers recent paths you've inputted for each path type. Bug fix for script parameter files not working with nav mesh.
  • v2.0 HOT RELOAD IS HERE! One click export from Blender auto-updates scene in Godot. Various bug fixes. Added support for multimesh, physics materials.
  • v1.6 Support for navigation meshes.
  • v1.5 Major refactor, see video below! Now supports Area3D, discarding mesh, and override the Godot object name
  • v1.4 Add object name suffixes to your exports to simplify exporting multiple objects, other bug fixes.
  • v1.3 Multimesh setup, with occlusion culling and dynamic instancing optimizations
  • v1.2 Use a script parameter file to pre-load a node with script parameters.
  • v1.0-1.1 Set efficient box, cylinder, trimesh or simple collisions (more collision shapes to come in future updates).


Known Limitations

  • (Possibly fixed in Godot 4.3-beta3) When exporting a GLTF file, Godot does not always register the changes. I do not know why this occurs. One workaround, is to move an object in Blender, hit Export, hit undo in Blender, hit export again, and this triggers the GLTF import process in Godot
  • Certain parent/child relationships are not always preserved. For instance, if you have a whole bunch of meshes, that each have collision shapes, but need to be parented to one "body" object in Blender, then the meshes will not be preserved. The workaround is to Shift+D to duplicate all objects, convert them to raw collision shapes, then parent them to the body you want.
  • Working with animations and physics bodies is a bit tricky - see this video for more details.

Feature Update Videos

Sales 100+
Customer Ratings 1
Average Rating
Published 7 months ago
Blender Version 4.1, 4.0, 3.6
Extension Type Legacy Add-on
License Mit
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