• Mars@pawb.socialOP
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    9 days ago

    Behind the scenes, Godot uses Blender to export your ‘.blend’ file into glTF 2.0. It doesn’t support keyframe tangents, animating anything beyond transforms and blendshapes. Among many many other issues if you look at glTF in an interchange context. I’ve written that down in way more detail here: https://gist.github.com/emperorofmars/d8abf0f4b9bd5434f9543511b243a254

    In Blender, right now, you can’t export animations that target anything other than transforms. (I am aware of the two hacks to allow you to also export blendshape animations). Blender 4.4 will get a new animation system, which fixes that part. But you still can’t export your animations properly, it will force bake them.

    Way more than animations go into 3d assets, it’s just the most broken part right now. An extension system would be rather nice, or a material system that doesn’t hard define a small set of properties^^

    • jlow (he/him)@beehaw.org
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      8 days ago

      Ah, didn’t know it converted to gltf, interesting. Yeah, bit it looks like we could really use a file format that is designed to translate between 3d program s and game engines …