How do I make my levels in blender?

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:bust_in_silhouette: Asked By Kaptain-Kronic

I was designing a level in Blender to play around with in Godot when I realized an issue I am going to have. In my project I will have trees and other environmental assets that the player can interact with. Is there anyway to place these assets in blender? How would I go about placing down trees in blender but still have animations and such stored in the trees so that I can chop them down in Godot? Another example would be placing buildings and interacting with the doors to open them. Maybe I am looking at this from the wrong point of view but it seems like doing most of the level design in Blender would be much easier. Any insight is appreciated.

:bust_in_silhouette: Reply From: zeroxinx

I have not done what you are doing yet, can you try to take a simple environment in blender with a tree animated and export as .gltf to godot. Then when you open in godot use open anyway button. Click on the file that you just imported, in the filesystem section there is an import tab, there are several options, choose the one that imports as different assets instead of one file, don’t know which option but there should be one there, and reimport your gltf file. Then godot will import the resources as separate entities with the animation coupled with them. That would be how I would try to do it.

:bust_in_silhouette: Reply From: johnygames

It is impractical to build and export everything as one piece. I mean, theoretically you could export the whole scene as a gltf with animations blend shapes and all, but then managing those assets might become a pain. You could import your Blender scene as your main scene, save it as a native Godot scene and add extra assets there. However, I have noticed some issues with saving some properties in such scenes, some of them seem troublesome to save and manage.

I would advise you to adopt a more modular approach and save your basic layout from Blender as a gltf and the rest of your trees and assets as separate gltfs. That way you have easier control over them from your main scene.

:bust_in_silhouette: Reply From: Chevon

What id recommend is block out your levels with primatives in blender then export that as an fbx(to test it out) the use that same blocked out level to make your detailed meshes then save them individually(clearing their transforms of course) then place them where they should go with the blocked out level as a blueprint