#Blender -> Godot 3D Question

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shut tartan
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Hey! I have this 3d character and I'm trying to import animations I made from blender for it and is there any way I can do so without creating different meshes for the same character? Like have the animationplayer reconfigured to match the original model in my scene?

regal moss
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There’s probably a plugin to make it easier, but i don’t really do a lot of godot

full depot
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so you want to use the actions editor in blender. click on your armature (or whatever your animating) and turn one of your docks into actions editor. click new action and make your animation there. if you want more than one animation for it, then click the snowflake icon (i forget the name) to save the action and add a new one. you can add as many actions as you want to an object, and export as a glb2 file. when you import to godot all of your actions should show up in a single animation player node as individual named animations. (note, an action can only be applied to one object at a time, so if for example you wanted an animation that moved multiple objects at once, you would need a parent object of both of those (an armature for example) to have it export as a single animation player. otherwise for every object you moved in an action, it will creat its own action that must be called)