Godot + Blender (GLTF - .BLEND)

Godot 4.3+ and Blender

Hey everyone,i hope you are all doing great!

So…I have a question i can’t seem to understand properly and i has to do with Blender and Godot at the moment of importing my assets…I have been doing my exports mostly with GLTF format and yes, i am aware that we can use .blend also

But my question is mostly with GLTF,i want to know if there is a way of let’s say export it from Blender as that format and if i am not quite happy with something,change it inside Blender and that these changes are “visible” inside Godot, the way .blend format works. Or if there is no way once i already exported as GLTF to change it and have to re-import(?)

Also,i would love to read what workflows you all use / prefer.

Anyways,thanks in advance and hope you all have an amazing day!

You have to re-export the gltf file for it to change in Godot, the file itself changes. The .blend importer actually under the hood uses blender to export as gltf automatically, but I prefer to change some export settings myself and to choose when to export, keeping the blend file as a staging step.

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Ok,i kind of get it now,specially with another perspective, so thanks! Still don’t know how to re-import it in a “easy” similar way like with a .blend file =). I will try it today!

What do you think about making a whole level in Blender (let’s say we keep it .blend), maybe a castle,a village or even a city, and export it in Godot, with that file, wouldn’t it be faster to work with? Have you ever try it that way or you still prefer the other way?

re-importing is usually automatic, when Godot finds that a file has been edited since it’s cached/imported version it will re-import. It will scan every time you tab into the editor. It works the same for .blend files as it does for .gltf, .png, and everything it can get it’s hands on.

This workflow sounds terrible regardless of the medium it is exported in. .blend has all the same drawbacks as .gltf, it is essentially the same format because the .blend file is only used to automatically export a .gltf.

The problem with building a big level in Blender is that game objects do not exist in Blender, the rendering and lighting model is wildly different from Blender to Godot, space-saving prefab objects are harder to work with in Blender.

Blender is great at making geometry, but it cannot do everything to make a game in Godot.

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Gottcha! I will link also a video i found that explains how it is done, as well as the documentation for importing,in case anyone need this solution :

Video link not working properly,don’t know why. The name of it is : How to export from blender to Godot, from Polyfable

And about the level design,yes, I understand what you say. Probably i didn’t express myself correctly,sorry about that. What i was thinking aboutlet’s say is in making some map delimitation (mountains,roads,etc) and then using all my assets (houses,benches,npc,etc) to build up the scene using maybe a meshlibrary inside Godot. At least that’s what my noob brain tell me to do haha. I will definitely look up for more information as well as courses to try and improve in this area! Thanks again.