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Add blender support to godot4 #114
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The process is likely similar to the Android setup:
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Is there a specific reason for using focal? |
I think it's mostly for legacy reasons, as we don't self-compile export templates (so we don't need to be running old Linux to compile binaries that are compatible with old Linux distributions). That said, we don't recommend using distribution-provided Blender, as it's often outdated and may be modified in undesirable ways. Blender upstream themselves advises downloading Blender from the official source instead. |
You'll also need to get xz-utils in order to extract Blender, it looks like? edit: Here's what I came up with for the import-assets job:
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Correct.
My next issue is that the blend file (or it's conversation) isn't being
included in the pck. I'm not familiar enough with Godot to figure out what
the problem is.
…On Mon, Jul 17, 2023, 9:30 AM Matthias ***@***.***> wrote:
You'll also need to get xz-utils in order to extract Blender, it looks
like?
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Hello, would you be open for contributions for a docker image pre-configured to use Blender ? Or at least a readme section with an example job to set up blender with the existing image. |
I could probably do a readme, sure. |
GD4's blender importer requires blender to be installed.
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