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@Technohacker Technohacker commented May 26, 2021

Some cleanup to remove unused code in the importer script and change formatting

The Blender executable path is now taken from the Editor Settings, and updated to fit well with macOS and Linux/BSD by changing the filters used. I've tested it for Linux, macOS and Windows should work but I couldn't test it

The plugin now no longer requires a separate cache directory as it can now store the GLB and convert it to an SCN within res://.import. This is thanks to an Editor API function that lets an importer call the inbuilt Scene importer directly

This supersedes #1

Uses "blender/path" from ProjectSettings, and prevents the path getting
overwritten every time the plugin is loaded
The Editor class EditorSceneImporter has a function
import_scene_from_other_importer which is documented in the code as a
utility for importers (like fbx2gltf) to call other scene importers
(like Godot's glTF 2.0 importer). It loads the scene and provides a Node
that can be saved to a PackedScene. This avoids the need to manually
load the glTF file using ResourceLoader, and lets us use the import
cache directly
Searches for .exe in Windows, extensionless files for X11, and .app for
OSX
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I'd also like to say, this plugin is excellent at what it does, kudos for making it! I now have a seamless import flow from Blender to Godot. I would love to have this plugin gets more attention from others :D

Ensures that two users with different paths won't overwrite the path for
each other
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