Changes to Blender to improve engine export support
**Note**: This is a proposal that includes very slight changes to Blender mostly, but I am creating this here so there is a place to discuss. ### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project Exporting from Blender to Godot more or less works OK nowadays, via GLTF2, FBX and Collada. There are, however, limitations that make the workflow not as efficient/ideal as it could be. These types of information can't be exported to Godot (or any other game engine) via conventional means: * UUIDs for Materials, nodes, etc. This way, if anything is renamed, the engine can keep track of it (including changes done in import, instancing or inheritance). * Blender Materials (shader graphs). Material export support is very limited in existing format. We could make the exporter just convert the Blender material to a Godot shader. * More detailed parameters on lights, cameras, IK, etc. that Godot supports but export formats do not. * Information on physics constraints, which Godot also does support. * Other types of objects such as Splines, which Godot supports (Collada actually supports this, but the other formats do not). We currently have the Godot [ESCN](https://github.com/godotengine/godot-blender-exporter) exporter for Blender, but this is a huge exporter and a large hassle to maintain. It would be much easier for us to piggyback on existing Blender exporters for metadata. It was also suggested that we do this usin
Posted by reduz on Mar 7, 2021, 3:37 PM
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Changes to Blender to improve engine export support
**Note**: This is a proposal that includes very slight changes to Blender mostly, but I am creating this here so there is a place to discuss. ### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project Exporting from Blender to Godot more or less works OK nowadays, via GLTF2, FBX and Collada. There are, however, limitations that make the workflow not as efficient/ideal as it could be. These types of information can't be exported to Godot (or any other game engine) via conventional means: * UUIDs for Materials, nodes, etc. This way, if anything is renamed, the engine can keep track of it (including changes done in import, instancing or inheritance). * Blender Materials (shader graphs). Material export support is very limited in existing format. We could make the exporter just convert the Blender material to a Godot shader. * More detailed parameters on lights, cameras, IK, etc. that Godot supports but export formats do not. * Information on physics constraints, which Godot also does support. * Other types of objects such as Splines, which Godot supports (Collada actually supports this, but the other formats do not). We currently have the Godot [ESCN](https://github.com/godotengine/godot-blender-exporter) exporter for Blender, but this is a huge exporter and a large hassle to maintain. It would be much easier for us to piggyback on existing Blender exporters for metadata. It was also suggested that we do this usin
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