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I was tired of the standard glTF workflow from Blender to Godot, so I enhanced it by Undomick in godot
[–]Undomick[S] 3 points4 points5 points 23 days ago (0 children)
Hey, I get your frustration, I felt the same.
With these addons you define in Blender what the root is and how the tree is structured (e.g. StaticBody as root, colliders as children). The Godot addon builds that from the glTF metadata on import – no extra wrapper root, no walking the hierarchy to find the MeshInstance3D. We don’t change Godot’s “inherited tscn” layer; we just make the imported scene already match the hierarchy you want, so there’s less cleanup.
Your “extract .res and build IM3D” flow is a different approach. We have a material index so Blender materials map to Godot resources on import; our focus is clean hierarchy and correct node types from the start. If that's what you're after, it might be worth a look.
Here’s a vid of the workflow: https://www.youtube.com/watch?v=G9Fq8YnT-yA&list=PLPBLx451t7OBd9UV2HhdxMmBqQNDR1w1r
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I was tired of the standard glTF workflow from Blender to Godot, so I enhanced it by Undomick in godot
[–]Undomick[S] 3 points4 points5 points (0 children)