Hi !
I am currently working on my first 3D game. For characters, I have models that all share the same skeleton (based on Mixamo's animation library). I have a general question of organization/performance and I'm not sure what is the best way to proceed. My rig is shared by ~10 models for the moment, and that will extend to something like 20/30 characters in the end. They all have the same rig and animation. All of my models/animations are done in Blender. Right now I have two options for putting these in my game :
Option 1: I export each character separately into a glb file, and create a dedicated scene in Godot. I like this approach from the Godot standpoint because all models are clearly separated and identified as scenes, all is clear from a .glb file -> godot point of view. However, that means that if I'm tweaking an animation close to the end of my projet, I will have to export manually 30 files from blender, each to their own files, making sure that the correct model is exported, etc. Which is tedious to say the least.
Option 2: I export one huge .glb file with all the models, and then create scenes in Blender where I only show the relevant model parts. This is much simpler because I only have to do one big export. However, I'm afraid of the performance impact. Would the load be increased when instantiating new characters ? Also, I find this method really ugly from an organization point of view.
I have absolutely no clue which way to go. An alternative to option #1 would be to have an export script in blender that does the job for me. That would make it a bit easier, but still not very satisfying.
I would love to hear any insight you might have on the subject, since it's my first time doing 3D for a video game 🙂
Thanks a lot in advance !