Blender Studio Godot Project and other small projects

It appears that the Blender Studio is going to do a couple of smaller projects in 2025. Among them will also be an interactive project with the Godot Engine:

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That is logical, when we look at on going development projects.
They are Winter of Quality, Layered Animation, Remote Asset Libraries, Vulkan Backend and NPR Prototype (DillonGoo Studios artists are already involved in this one.).

The interactive project could test some of them ( assets and animation export ).
It also looks like the movie project will help to polish recent GP3.
And the whole does not imply to take too much time to developers, focused on cleaning up code, this winter.
So, we can probably expect that their feedback, not focused on development of new tools, will end up in UX, Quality of Life improvements.
I should rather say a test of them. Because according to last conference, there are already a lot of them, planned.

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My biggest hope is that they test and improve methods to export to game engines with less hassle with the interactive project.
I mean, it is not like it is impossibly hard to export to game engines right now but if you only do it now and then you keep forgetting which ckeckboxes to check and have to look it up again. Perhaps some ways to simplify this can be found.

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Godot is honestly the only major game engine that Blender can have a deep coupling with without resorting to dodgy reverse engineering and other workarounds because of GPL incompatibilities. I know there are the supposed .blend file importers for those engines, but I would not be surprised if they have to use the same unsustainable workarounds like the so-called V-Ray exporter.

Oh, I don’t need a blend file importer. I think a simplification of the fbx (or whatever format) export-import would be fine. Or perhaps USD can do something useful in the future.

I am not sure in how far it can be unified as there are several geme engines and I assume they all require their own settings but perhaps this project helps finding this out.

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I wonder what the Blender Studio can do to further improve the current I/O.

Godot can directly import .blend files (by calling Blenders glTF exporter.)
you just have to make Godot know the path to the Blender exe for doing that.

you can also make usage of import hinting"instructions" from Blender to Godot via naming your mesh a certain way and then Godot knows for example that this mesh is a collision mesh or import an animation as a loop.

The recommended way thou is to use .glb or .gltf
That makes sense if you want to debloat your projects size.

The ufbx implementation inside Godot is imo much better (feature and compatibility wise) than Blenders FBX I/O.

I would love to see the Blender Studio and Blender foundation giving it a look.
It is MIt licensed.

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I was gonna say that they looked into ufbx, but unless Aras drop it out of nowhere i doubt in implementing it this year. Then i found this:

:open_mouth:
Wow.

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Nice.
It is also notable that Bastien writes that “this is not a small task which could take months” and then Aras comes a long and allready has more than half of the feature checkboxes ticked off. No idea, maybe the finished ones are the low hanging fruits but that guy is still a machine. :smiley:

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Isn’t Aras an ex Unity developer? Probably he’s , lets’ say, more experienced on FBX matters as Unity faced to work with it since beginnings… this is not to say that Bastien is not able to … but he could have a different working experience path.
In any case will see.

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Yes, you’re right he’s probably experienced in this kind of thing. But he also was very speedy with improving the VSE which he was completely new to.

I didn’t mean to disparage Bastien in any way, just in case my post made that impression.

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Since 2022 he maintains Blender’s OBJ, STL and PLY importers/exporters.

I also think he did some remarkable *OBJ parsing code speedups for Blender.
https://aras-p.info/blog/2022/05/14/comparing-obj-parse-libraries/

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