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Importing annoyances in Godot

Open Raj2032 opened this issue 5 years ago • 2 comments

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)?

Raj2032 avatar Jun 14 '19 05:06 Raj2032

You can dance around the issue by...

  1. Close the scene in question
  2. Find the asset in the file browser and click the re-import button
  3. 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).

Ace-Dragon avatar Jun 16 '19 19:06 Ace-Dragon

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?

meigel avatar Aug 23 '19 14:08 meigel