Hey guys I’ve recently been looking at Godot since Unity has set itself on fire. I’m liking it so far but I’ve run into a small issue that disrupts my usual workflow. I like to store multiple meshes as separate objects in a single .blend file for meshes that are very related to each other like pieces of a build kit. I was able to split the meshes into separate scenes by opening the .blend scene, right clicking and allowing children to be editable, then exporting each branch to a new scene. This works as expected with one problem. The exported branches don’t update their mesh when I save changes to the blend file. Is there a fix for this?

If not I can always split the blend into multiple files. Its just less convenient. Perhaps exporting to colladae would work too? I didn’t try that yet but ideally I would like to keep using blend files only to avoid exporting every time I make a change.

  • Rodeo@lemmy.ca
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    1 year ago

    I haven’t worked with 3d models in a year or so, but gltf was the way to go for me at the time.

    The reason the saved scenes done get updated is because you’re actually saving them as a physically separate file when you export the branch to a new scene. There is no workaround for that since you’re making a physical copy of the data and storing it in a different place on the hard drive.