Importing Blender scenes into Godot
Blender often used for creating scenes and 3d models, and Godot is an engine for developing games. Naturally, these two programs can work side by side.
Export the Blender scene using the glb
format. Suppose
you created house.glb
.
In Godot, use the First Person Starter template (downloadable from
new project). You will notice that the starting scene is
res://Levels/Main/L_Main.tscn
. Create a folder structure
under res://
called Models/House/
. Drag and
drop your house.glb
file into /Mod els/House
,
this is where you will keep the imported glb.
Right click on house.glb
and click
New Inherited Scene
. This will create a Godot-compatible
scene house.tscn
derived from the house.glb
file. Perhaps rename it to housegd.tscn
and move it to
res://Models/
.
Locate /Levels/Main/L_Main.tscn
, right click, Open
Scene. Drag and drop housegd.tscn
from the
FileSystem pane to L_Main
in the Scene
pane just above it. This puts it into L_Main
, however, many
parts of the scene are not collidable.
Right click housegd in the Scene pane and press Open In Editor (or click the icon next to the castlegd text). Find the Mesh that you want to make collidable, like a wall.
If the Mesh is relatively simple: Select the Mesh button at the top of the viewport and choose Create Trimesh Static Body. This will a utomagically create a StaticBody with a CollisionShape child for your Mesh.
If the Mesh is complex: Select the Mesh button at the top of the viewport and choose Create Single Convex Collision Sibling. Right click, add child node (Ctrl+A) StaticBody, and move the CollisionShape to be a child of StaticBody.
Use Ctrl+S to save your scene and return to L_Main
using
the tab at the top. Use Ctrl+S to save this scene and press the Play
button at the top right of the screen.
tags: art