How's everyone doing export from Blender to game engines?
I'm finding it really painful: setting selected objects, tangents, etc. in the GLTF exporter in every session. needing two meshes for work vs. export, generating a 2nd UV map, baking (which targets the active image texture shader node???)
#gamedev #blender #3dcg
Doing so many manual steps over and over feels fragile and error-prone, like there should be a configurable export pipeline (maybe node-based?) but that doesn't seem to exist
Am I missing something or is this just how it is? Does everyone just write custom Python tooling eventually?
@AminiAllight Are you using "Save Export Settings"? It's unclear if you're complaining about setting it up per-blend, or per-export.
> Does everyone just write custom Python tooling eventually?
I highly suggest this! It's not really very "fun" but usually pretty easy, and can really speed up development.
@SirLich Oh how did I miss that! When the settings didn't save to a startup file I figured they were just ephemeral
That will help a bit, although it looks like it's still per-Blend which isn't quite ideal
@AminiAllight As a bare-bones starting point, I suggest making a Template File that has your desired setup (export settings, any layout stuff, maybe some small python scripts), and copy that as your starting point for new .blends.
This is of course a bit annoying if you want to change something across many files, but it's a good starting point.
@AminiAllight "Does everyone just write custom Python tooling eventually?" I think the answer is generally "yes"
@aeva Do you mean for Blender or for everything on a computer
@AminiAllight I think it's pretty common for game projects to have a bunch of custom import and export scripts on both the DCC tool and engine side to automate this sort of thing. DCC tools aren't really designed to be the front end for game engines, and each game's needs are different, so it's generally better to let people make the boilerplate they need instead of having a bad general solution.
@aeva Makes sense, thanks!
@AminiAllight sure thing!
I was also annoyed by the export workflow, and I hacked together this:
https://github.com/teadrinker/blender-quick-export-add-on
note! This was written with almost no experience with python or Blender's APIs, and also not tested with latest Blender, but it worked for my use case (I could hit the export shortcut in blender and get updated models in VR/Unity without restarting the game)
@AminiAllight if you're using Godot, it has support for using .blend files directly (I think it automatically does a gLTF export when the file changes). However, this doesn't work if your workflow requires transforming the asset from its state in the Blender scene.
If so, I guess custom tolling it is :P
@allpurposemat Yeah unfortunately I'm not using Godot so custom tooling it'll have to be