Blender-Godot Pipeline - Static Body Animation Workflow

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Wishlist "A Beaver's Tale" now!

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Just a quick video showing the workflow for animating StaticBody3Ds using the Blender-Godot pipeline addon.

This has been a pain point for a while, and it stems from the fact that the addon does a lot of "magic" under the hood in reparenting nodes so that collisions are auto-generated. This can break animation paths. This video shows a clever way around this problem using either empties, or parent meshes.

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Grab the Pipeline addon here:

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Great headsup, thanks!

I'm pretty obsessive about adding empties everywhere so this just reinforces that >.<

I'm in ecs/engine mode atm but your work is making me look forward to getting back to content pipeline.

alogghe
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Thanks, this was something I was wondering about!

jomohogames
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Damn, where's the Beaver's Tale trailer? I saw it on steam and wanted to share with my friends but I guess the trailer isn't on youtube?

torgo_
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Maybe this is just being totally new to 3D, but why a StaticBody over an AnimatableBody in godot? I thought you didn't want to move a static body at all?

MichaelGame_Dev
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great addon, can you update to blender 4.2? turns out I can't go back to normal eevee hehe

danid_b