godot-blender-exporter
godot-blender-exporter copied to clipboard
Importing annoyances in Godot
If I dragged a escn exported model in the Godot editor the model is treated like a node, which is fine. The issue is that what if I want to keep on modifying the model in Blender and then I have to re-exported it to Godot, after doing so, the model that is already in the main scene does not get affected at all unless if I delete the model and redrag the updated model into the main scene which is inconvenient. I was wondering if there could be a fix for this or something in the sense that if I export a model, in Godot it immediately updates as this would be perfect for creating levels (as an example)?
You can dance around the issue by...
- Close the scene in question
- Find the asset in the file browser and click the re-import button
- Reopen the scene
Still, we need to start having Godot just update the asset when it's reimported. This is a longstanding issue that also effects Collada to a lesser extent (ie. update more than once with the scene open).
Would be great to have a way to only quickly export/import modified objects. Moreover, it would be amazing if transformation adjustments made in godot could be propagated back to blender. I checked the undo history function in godot, which does not seem to be useful for the identification of modified objects. Any ideas how this could be tackled anyone?