so, turns out adding custom behaviour to godot's blender importer (without modifying the source code) is actually a lot simpler than i thought!
blender allows you to easily create custom GLTF extensions which are loaded automatically, and Godot does the same
so... what can I do with this?
blender allows you to easily create custom GLTF extensions which are loaded automatically, and Godot does the same
so... what can I do with this?
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if you already need a python script in blender to bake some data to custom props, and an import script in godot, this way could be cleaner i guess
but, you can also modify the GLTF tree, store custom material properties etc.
store some UID for a geometry nodes live link addon, perhaps?
the absurdly extendable exporter:
i don't have a usecase for it right now, but i'm sure many people would! so it would probably make a good example plugin if someone wanted to do that :3
I would have never even considered that it was possible to call functions like that. feels like one of those niche use cases I would go insane trying to wriye code for and it's just easily available!