First of a series of step by step tutorials for Godot 4. Like if the video was helpful, subscribe for more Godot 4 tutorials in the future! DYNAMIC SKY SYSTEM FOR GODOT 4 ►► stayathomedev.com/product/dynamic-sky-system/
I'm a 50 year old physics teacher and this is the most helpful, clear, useful tutorial I've ever seen. Thank you! I'm having a blast living in both Godot and Blender worlds simultaneously!!!
I love that the progression of the tutorial flows so perfectly in line with the questions that arose. As I was contemplating a solution for getting rid of the lighting from the blend file or adding collisions, the explanation came up shortly after. Nice job!
Thank you so much. This workflow is a game changer. It just works. No fuss. And I can prototype in Blender and see it in Godot. Just perfect. Subscribed and looking forward to more. Can it import animations too? Yes... For those who are confused to how, you drag the blend file (cube) into the node tree just like you are placing it into the scene, then you'll see it in the view port. Next right click it and choose Editable Children. Now you can see the Animation Player. This is so cool. At first glance, it appears to import a lot of key frames. Maybe a setting I missed.
Very helpful, exactly what I needed right now! Been looking for days on how to get the image textures working and yesterday settled on exporting to fbl. Great tutorial!
BLESS you for this. Not just the main stuff but the little tips like suffixes. People refer to these in forums but I never understood what the deal was. I wish more tutorial people were like you!
I just discovered that, in the french version of Godot 4.0, in the project settings at the beginning, the name "Blender" was translated, so i saw "mélangeur" and didn't understood why i didn't have the same option 😂 and before that "advanced settings" which is a fonctionality and not a name wasn't translated. Thank you for this video. It's easy to understand and helpfull at the same time :)
You can just put the textures in your godot project before you assign them to a material in blender, then you don’t have to do the whole pack/unpack thing. Also don’t forget blender disables back face culling by default, so you have to enable it in each material either in blender or in godot.
In godot i added a folder named textures and godot/blender automatically put the textures there All i did after was delete the blend file and save it again. Godot did the rest automagically
Bro, please make a "Godot 4 3d games for complete beginners" playlist and series. I might learn godot before unity if I had more tutorials and resources. Thanks for sharing this and making godot tutorials
Could you make a video explaining how to apply collisions to 3d models imported from blender in godot, for example an animated character with collisions in each part of the body?
Any idea when that animations video is going to come out. I am driving myself crazy trying to learn Blender and i feel like this video would be very helpful for me.@@stayathomedev
Its not working when i create complex shaders in blender. is there any solution? (probably not since godot and blender uses different shader programs). currently i'm recreating the shaders in godot.
Great tutorial! I tried this with great success. But I had trouble with exporting normal maps. When Godot 4.1 imported the textures, the normal map was marked with a red "X". Not sure how to make Godot accept the normal map.
If you see black textures in Godot, ensure that textures are actually loaded (right click on mesh > Subresources > Choose you Surface/Material > Check Albedo tab). Also check your UVs in Blender: Data > UV Maps
Thank for this although I was having a hard time understanding where you were importing to. For awhile I thought you were importing from blender to 'gateau' lol. Its quite funny the variation in pronunciation godot gets, as an Englishman I was calling it initially 'go-dot' but I've since heard people calling it 'godough' and now lately you calling it gateau lol.
great job, please create a couple more examples of collision videos and animations, I understand that you gave subtasks in the description, but I ask you to clearly show at least not the best example
Are you a wizard? I just triet it yesterday and was unhappy with the official documentation. Could not make it run (did not read that I not only need to set the path but also have to enable the option in the project settings) and decided to leave it for another time. And just a day later, the "another time" apparently arrived :D I will give it another try later today Super useful that you also explained the resource packing, I guess this would have been the next issue that I would have been running into!
Hi! I hope you see this, since I cant really find a video on importing animations through this method. I would like to know if that requires manually importing them or if it can be done with this method. Thanks!
i attempted to follow along with the importing material textures section, the only difference is my texture is a brick texture rather than an image so theres no unpack option in the shader. do you have any advice for what i could be doing wrong?
This was really helpful, thank you very much! I had a question though, how can you edit the imported materials in Godot? I have it disabled for me when it's imported from Blender.
Would it be able to import Instances of objects even if you told it not to import the originals contained in the blend file? What about modifiers? so interesting!
Thanks for the nice tutorial! One aspect I'm struggling to understand is how "conflicts" are resolved, when reimporting. For example if I modulate my albedo texture (as you show in the video). Is that persistent, even if I change the .blend file? What if I change that texture? Or rename the material?
As far as I understand those are overwritten UNLESS you make those changes unique in your project. You could also save those changes as a resource and have them reloadable.
I also had issues with this not working for me 1) do NOT set the blender Path all the way to the executable, just the folder that contains it Something like C:\Program Files\Blender Foundation\Blender 4.0 instead of C:\Program Files\Blender Foundation\Blender 4.0\blender-launcher.exe You may need to re-start godot a few times, but then you should see that godot starts to import assets, that come from the .blend file and it will be visible for you
It imports, by default, as a 3D scene, which you can just drag into your parent scene. You CAN save parts of it separately if you want, and it should still import any updates.
@@stayathomedev awesome, thank you! I've tried it yesterday, and it didn't let me change any of the nodes, telling me they're inherited. Is there a way to create a scene out of this blend file without inheritance?
@@stayathomedev I haven't tested the Godot importer personaly yet, so I don't know. WIll give it a try in a next days. But kinda doubt that Godot importer reads anything else than geometry for now.
if you want to make an asset pack in blender? how would you seperate the object (imports all the assets as one large mesh), would I need just just model the assets in individual files?
In the godot documentation they talk about the option of working with -conly but I can't even understand how to fit it in the process of importing blender models to godot. Any tip?
Hey! If you see my question and can answer it that would be awesome :) i feel like this seamless blender godot relationship allows for a super powerfull workflow :D but i still have a question about how to use it. sorry if its stupid -> the type of the new inherited scene root node: does it matter too too much or can i just use it as a basic 3D node and then add more nodes and add a script to it and just code as normal? I guess my question is how important is the type of a root node really? because intuitively (but maybe mistakenly) i want to work and think of a blender model as just a mesh in a mesh node and nothing more :) sorry for my thought process spaghetti! Also thank you for the awesome video and insight :)
is there anything else to it? I followed the first couple of steps and nothing was imported to Godot. from the Godot window, it seems the file I saved my .blend file is not there. are there any settings I need to change?
I want to import it and have it created as an animatedbody3d so I can control it with inputs and have it interact with other objects, but this imports as a static body which cannot do this. Help?
Is the Blender scaling the same as in Godot? I have created a box with 0.7, 0.7 and 1 meters dimensions in Blender and in Godot it seems to be much smaller after putting a collision shape with a box around it which has the same dimensions but in Godot.
So, how do you suggest me to do, because all my assets in just one .blend file which i use to match the scale of every object. Is there another way to import just one object from blender to Godot?
Anyone having trouble using this? My blend files in Godot are all with that red X indicating the importing process failed. This happens even with a simples cube as a .blend file.
@@stayathomedev The newest for both. However, I just realized my issue was an old project imported automatically from 3.5 to 4.0. In a new project this works perfectly. Thanks btw and awesome tutorial!
I keep getting a red x on the blender file when exporting it. I had to EXPORT to glTF 2.0 to get it to work. This appears to also NOT import the light or camera so.....
My textures are not importing correctly, even though i don't have any images on them, maybe have something to do with the shader to rgb i put in them, help please?
@StayAtHomeDev can you help me out with this one issue I still have: My meshes have a boolean modifier and whatever I try to do I cant get rid of the subtraction meshes. On normal export as well as using the blend file it will always be visible in the scene inside godot, so what I have to do at the moment is to review all scenes, make local copies and cut all the overhead out. I wish I could just tell either godot or blender that these layers are only to be used or considered if its of the modifier input :o. Thanks in advance for any brave soul helping me out on this :*
So with this way of importing, do I need a new blender file for every single object? Or would I create a "3D atlas" style import file and then inherit the files children into individual game objects within Godot?
You could import an entire scene (though size may become an issue at some point) and extract what objects you wanted to save separately into new resource files...and those should still update if you reimport.
First of a series of step by step tutorials for Godot 4. Like if the video was helpful, subscribe for more Godot 4 tutorials in the future!
DYNAMIC SKY SYSTEM FOR GODOT 4 ►► stayathomedev.com/product/dynamic-sky-system/
I'm a 50 year old physics teacher and this is the most helpful, clear, useful tutorial I've ever seen. Thank you! I'm having a blast living in both Godot and Blender worlds simultaneously!!!
Hello, that is great to hear, have you made progress in your project in these 4 months?
This was perfect. No fluff, straight to the point, and you covered questions I had along the way. Cheers!
Really one of the clearest tutorials on the subject matter out there.
Dude i had no idea that something like this is even possible and i love it
I love that the progression of the tutorial flows so perfectly in line with the questions that arose. As I was contemplating a solution for getting rid of the lighting from the blend file or adding collisions, the explanation came up shortly after. Nice job!
Glad it was helpful!
came in clutch for me doing levels in blender! extremely direct and clear instructions, love it.
I was dreading importing stuff to Godot for the first time, this is easier than I ever could have imagined! Thank you so much!
Thank you so much. This workflow is a game changer. It just works. No fuss. And I can prototype in Blender and see it in Godot. Just perfect.
Subscribed and looking forward to more.
Can it import animations too? Yes... For those who are confused to how, you drag the blend file (cube) into the node tree just like you are placing it into the scene, then you'll see it in the view port. Next right click it and choose Editable Children. Now you can see the Animation Player. This is so cool.
At first glance, it appears to import a lot of key frames. Maybe a setting I missed.
Just wow. These two really work well together!
The magic of open source.
Thank you! This is very helpful. I love how seamless this integration is.
It's just perfect. Whoever coded this gets a high five from me. Love it.
Very helpful, exactly what I needed right now! Been looking for days on how to get the image textures working and yesterday settled on exporting to fbl. Great tutorial!
Great! Glad it was helpful!
BLESS you for this. Not just the main stuff but the little tips like suffixes. People refer to these in forums but I never understood what the deal was. I wish more tutorial people were like you!
stood up at the materials reveal, this changes everything
never seen such a good intro. 0 bs, jump right into it.
this is a gamechanger, thank you very much for covering this!
No problem! Thanks for watching
I just discovered that, in the french version of Godot 4.0, in the project settings at the beginning, the name "Blender" was translated, so i saw "mélangeur" and didn't understood why i didn't have the same option 😂 and before that "advanced settings" which is a fonctionality and not a name wasn't translated.
Thank you for this video. It's easy to understand and helpfull at the same time :)
That's hilarious 😂
Please submit the correction to godot so they can fix it!
@@juliorolandi6694 i went on the website of godot but i have no idea where i’m supposed to put this info, i’m sorry 😶
@@gregorywatine Hey, thanks anyway! I'll do it, I wonder if this error also shows up on the documentation
The both apps look seamless thank you
😎👍
You can just put the textures in your godot project before you assign them to a material in blender, then you don’t have to do the whole pack/unpack thing.
Also don’t forget blender disables back face culling by default, so you have to enable it in each material either in blender or in godot.
In godot i added a folder named textures and godot/blender automatically put the textures there
All i did after was delete the blend file and save it again. Godot did the rest automagically
Really helpful! Thanks for making this available.
Thanks for this. This workflow is going to be so nice
For sure...there's some improvements to be made but it does well for medium->small files.
Bro, please make a "Godot 4 3d games for complete beginners" playlist and series. I might learn godot before unity if I had more tutorials and resources. Thanks for sharing this and making godot tutorials
You're welcome! I plan on working with 3D exclusively so more is on the way. More tutorials are needed for sure.
Fantastic tutorial and presentation!
Great video! Solved my issue and shown me a little bit extra! I'll be coming back for more :) Keep it up!! :)
I was a bit skeptical about Godot but features like this makes me want to use it.
I am thinking about BGE and the old days actually.🐝
This is more helpful than you know! Thank you so much
Awesome! Glad it's helpful!
Hell of a great video! Thank you! And... yes... I am using it now as my godot (GOTO) workflow! :D cheers!
Super useful tutorial! Thank you very much for making this video.
😎👍
That is freakin awesome, thanks for sharing this.
Thanks for watching!
When open source softs works hand in hand ❤
exactly wat i was looking for saved me a lot of time thanks
🥳
Could you make a video explaining how to apply collisions to 3d models imported from blender in godot, for example an animated character with collisions in each part of the body?
For sure. I'm doing another one for the animations...can do the collisions as well.
Any idea when that animations video is going to come out. I am driving myself crazy trying to learn Blender and i feel like this video would be very helpful for me.@@stayathomedev
You can rename de collitions mesh "-colonly"
Thanks man i needed something like this
😎👍
Beautiful, Thank you very much, subscribed for more tuts 👍
Wow, that's so cool! Thanks a lot brother
I was very lost with the texture setup, thank you. I wish it would just automatically work lol
Thanks, man! That's a perfect tip.
Thanks. Excellent tutorial! very helpful.
Thanks for this. Very useful info.
Amazing hidden features!
Super helpful! Thanks
This is really slick!
Really clear tutorial on a part I'm not a big fan in Godot (stand to prefer Unity one for that part).
Thanks a lot :)
Its not working when i create complex shaders in blender. is there any solution? (probably not since godot and blender uses different shader programs). currently i'm recreating the shaders in godot.
Perfect video dude , exactly what i was looking for. I cant wait to make a shitty 3d game with this workflow.
Great content, thanks.
nince!
lol that would be a tutorial in college, "let's make Kamino" 5 seconds later "There, a blue sphere"
Great tutorial! I tried this with great success. But I had trouble with exporting normal maps. When Godot 4.1 imported the textures, the normal map was marked with a red "X". Not sure how to make Godot accept the normal map.
Please can you make a tutorial on making 3d terrain in godot4 and maybe also how to make large grass fields
Absolutely 👍
Can you make such stuff in godot? Or does it have to be imported? I'm using godot 3.5 and can't see any art creation tools.
Is there a way to get the more complex shaders done in blender through shader graphs into Godot? It seems to just default to standard shader
If you see black textures in Godot, ensure that textures are actually loaded (right click on mesh > Subresources > Choose you Surface/Material > Check Albedo tab).
Also check your UVs in Blender: Data > UV Maps
This is really awesome thank you ! But I'm wondering if it's okay to do this for production game or if it's just a nice to have to prototype games ?
Thank for this although I was having a hard time understanding where you were importing to. For awhile I thought you were importing from blender to 'gateau' lol. Its quite funny the variation in pronunciation godot gets, as an Englishman I was calling it initially 'go-dot' but I've since heard people calling it 'godough' and now lately you calling it gateau lol.
great job, please create a couple more examples of collision videos and animations, I understand that you gave subtasks in the description, but I ask you to clearly show at least not the best example
thanks really helped
Blender 4 still works for me in place of 3 just fine if you had that question.
thx super tuto
this is crazy!
i came to godot from unity just because of blender support
Are you a wizard?
I just triet it yesterday and was unhappy with the official documentation. Could not make it run (did not read that I not only need to set the path but also have to enable the option in the project settings) and decided to leave it for another time.
And just a day later, the "another time" apparently arrived :D I will give it another try later today
Super useful that you also explained the resource packing, I guess this would have been the next issue that I would have been running into!
What are the odds?? The resource packing works, it's just too 'hacky' for my taste. Manually placing them works too. Will have to dig deeper.
Does this method work for objects that are textured, aninated &rigged with multiple nla actions? And how does parenting carry over?
Hi! I hope you see this, since I cant really find a video on importing animations through this method. I would like to know if that requires manually importing them or if it can be done with this method. Thanks!
i attempted to follow along with the importing material textures section, the only difference is my texture is a brick texture rather than an image so theres no unpack option in the shader. do you have any advice for what i could be doing wrong?
This was really helpful, thank you very much! I had a question though, how can you edit the imported materials in Godot? I have it disabled for me when it's imported from Blender.
Make it unique OR save as inherited resource
Should I always do that unpack procedure everytime I save?
Would it be able to import Instances of objects even if you told it not to import the originals contained in the blend file? What about modifiers? so interesting!
Does it do Geometry Nodes... That would be perfect. 😅
Thanks for the nice tutorial! One aspect I'm struggling to understand is how "conflicts" are resolved, when reimporting. For example if I modulate my albedo texture (as you show in the video). Is that persistent, even if I change the .blend file? What if I change that texture? Or rename the material?
As far as I understand those are overwritten UNLESS you make those changes unique in your project. You could also save those changes as a resource and have them reloadable.
I also had issues with this not working for me
1) do NOT set the blender Path all the way to the executable, just the folder that contains it
Something like
C:\Program Files\Blender Foundation\Blender 4.0
instead of
C:\Program Files\Blender Foundation\Blender 4.0\blender-launcher.exe
You may need to re-start godot a few times, but then you should see that godot starts to import assets, that come from the .blend file and it will be visible for you
Thanks for the video!
Can you use such an object in the game "as is" or do you have to save it as something else?
It imports, by default, as a 3D scene, which you can just drag into your parent scene. You CAN save parts of it separately if you want, and it should still import any updates.
@@stayathomedev awesome, thank you! I've tried it yesterday, and it didn't let me change any of the nodes, telling me they're inherited. Is there a way to create a scene out of this blend file without inheritance?
Would be awesome if we have a chance to mark Collections with -noimport :)
I didn't test that...is that not possible?
@@stayathomedev I haven't tested the Godot importer personaly yet, so I don't know. WIll give it a try in a next days. But kinda doubt that Godot importer reads anything else than geometry for now.
if you want to make an asset pack in blender? how would you seperate the object (imports all the assets as one large mesh), would I need just just model the assets in individual files?
Where in the documentation can I find the info on these suffix settings? I can't seem to find it myself.
In the godot documentation they talk about the option of working with -conly but I can't even understand how to fit it in the process of importing blender models to godot. Any tip?
can you use custom shaders from blender?
Many thanks. But how can I change from StaticBody3D to e.g. CharacterBody3D?
bro thank you so much for this
Hey! If you see my question and can answer it that would be awesome :) i feel like this seamless blender godot relationship allows for a super powerfull workflow :D but i still have a question about how to use it. sorry if its stupid
-> the type of the new inherited scene root node: does it matter too too much or can i just use it as a basic 3D node and then add more nodes and add a script to it and just code as normal?
I guess my question is how important is the type of a root node really?
because intuitively (but maybe mistakenly) i want to work and think of a blender model as just a mesh in a mesh node and nothing more :)
sorry for my thought process spaghetti!
Also thank you for the awesome video and insight :)
How does it work with work with texture nodes?
Like, if you use mixshaders in blender gor more advanced texturing?
I downloaded some pre built files online in .blend format. Import in godot was successful along with collisions but colors are missing. What to do ?
It does appear you don't have to go into the Shading tool now, but you can go Export Data > unpack > options
is there anything else to it? I followed the first couple of steps and nothing was imported to Godot. from the Godot window, it seems the file I saved my .blend file is not there. are there any settings I need to change?
I want to import it and have it created as an animatedbody3d so I can control it with inputs and have it interact with other objects, but this imports as a static body which cannot do this. Help?
Thanks
Is the Blender scaling the same as in Godot? I have created a box with 0.7, 0.7 and 1 meters dimensions in Blender and in Godot it seems to be much smaller after putting a collision shape with a box around it which has the same dimensions but in Godot.
Hi there, I created my own texture in blender and have no panel name.jpg like yours , what can I do to extract the texture file ?
I keep getting an red x by my model and can't use it. I linked it but still nothing seems to work. have any suggestions on what I missed?
So, how do you suggest me to do, because all my assets in just one .blend file which i use to match the scale of every object.
Is there another way to import just one object from blender to Godot?
Anyone having trouble using this? My blend files in Godot are all with that red X indicating the importing process failed. This happens even with a simples cube as a .blend file.
What versions of blender and godot?
@@stayathomedev The newest for both. However, I just realized my issue was an old project imported automatically from 3.5 to 4.0. In a new project this works perfectly. Thanks btw and awesome tutorial!
Great, glad it worked 💪
I keep getting a red x on the blender file when exporting it. I had to EXPORT to glTF 2.0 to get it to work. This appears to also NOT import the light or camera so.....
My textures are not importing correctly, even though i don't have any images on them, maybe have something to do with the shader to rgb i put in them, help please?
is there a reason the advanced settings tick doesn't appear at all for me?
Iḿ using M-Tree Plugin in Blener and lose my leafes,, when I import my tree in Godot. It have something to do with the shader. Can you help me?
After I imported the model into godot, I cannot change anything in Meshinstance3D SPhere in the inspector. How is it possible?
@StayAtHomeDev can you help me out with this one issue I still have: My meshes have a boolean modifier and whatever I try to do I cant get rid of the subtraction meshes. On normal export as well as using the blend file it will always be visible in the scene inside godot, so what I have to do at the moment is to review all scenes, make local copies and cut all the overhead out. I wish I could just tell either godot or blender that these layers are only to be used or considered if its of the modifier input :o. Thanks in advance for any brave soul helping me out on this :*
If you saw the rate at which my eyebrows raised during this video, you might think I was coming onto you.
Haha. Comment of the week
why when i change the albedo color to red, it's red in the editor but not in game? ditto for UV Scale or any other option...
So with this way of importing, do I need a new blender file for every single object? Or would I create a "3D atlas" style import file and then inherit the files children into individual game objects within Godot?
You could import an entire scene (though size may become an issue at some point) and extract what objects you wanted to save separately into new resource files...and those should still update if you reimport.