body by gumdrop

@bodybygumdrop.bsky.social

Gamedev, 3D modeling, animation, and whatever else I run into while poking at making a game.

Throwing this diagram up here because it likely won't see the light of day otherwise. Realized my talk was getting far too complicated when this was in the first half of the slides. Reworking it all now, but it's a good diagram.

Data flow diagram for five different Blender-to-Godot workflows.  The diagram shows the native workflow, Blender-Godot Pipeline, an unreleased workflow, Blender Studio's DOGWALK workflow, and my current one.  The diagram shows where hooks for each workflow reside in the export/import pipeline.  It gets progressively more complex as you work through the workflows.

Small #Godot improvements to make life better. I use a base scene pattern for things like doors, where each door type can specify which animation track to play on open/close. There's no native export type for selecting an Animation in the AnimationPlayer, so I added a custom EditorProperty.

Making progress on my demo project for a #blender to #godot workflow. The workflow takes my existing ARPG pipeline, and pulls in a lot of the ideas from Blender Studio's DOGWALK. The end result will be open sourced, including demo godot project, .blend files, and Blender and Godot plugins.

Any of the #Blender folks out there know if it's possible to export a bone custom property track to GLTF? I'm trying to mark points in the animation where #Godot needs to perform specific actions. I know I can add extra tracks to the animation in Godot, but I'd rather do it all in Blender.

Screenshot of Blender 4.5, with a basic door model, and an animation in the action editor.  The action editor shows a is_blocking property track on the Door bone.  The screenshot shows the collection export properties for the animation.

Follow up, I did reset the urge, but figured out why it hasn’t already been done. Blender materials aren’t as performance critical as game shaders. I reimplemented a texture rotation material as a shader in Godot. It’s expensive to recalculate all the rotation and blending each frame.

Screenshot of a low-poly 3d scene. The ground is covered with a repeating color test pattern that has been rotated & blended for each tile. There are also pink willow trees. The trees are prettier. The whole photo is a mess of colors and noise.
body by gumdrop@bodybygumdrop.bsky.social · 9mo ago

Trying my hardest to not think about making a tool to convert Blender materials into Godot visual shaders. Writing code is my safe space, but I really only need to recreate this one material for now. It’s too easy to get drawn into the technical problems instead of just making the game.

Trying my hardest to not think about making a tool to convert Blender materials into Godot visual shaders. Writing code is my safe space, but I really only need to recreate this one material for now. It’s too easy to get drawn into the technical problems instead of just making the game.