Godot Engine's native Blender exporter add-on.
WARNING: This exporter is experimental, and still lacks many features.
- Copy the
io_scene_godotdirectory the location where Blender stores the scripts/addons folder on your system (you should see other io_scene_* folders there from other addons). Copy the entire dir and not just its contents.
- Go to the Blender settings and enable the "Godot Exporter" plugin.
- Export your file with
Godot Engine (.escn)
If you find bugs or want to suggest improvements, please open an issue on the upstream GitHub repository.
This repository includes a Makefile to assist with development. Running
make from the project root will:
- Export all of the blend files from the
If you add a feature, it is suggested that you add a new blend file to the
tests/scenesdirectory that uses this feature.
diffon the output files conpared to the reference exports. This acts as a regression test.
- Runs pycodestyle and pylint style tests. Your code must pass these to be elegible to merge.
Due to differences in blender versions creating minor differences in the
output files (even with the same blender release number), the regression tests
are best run with blender 2.79 downloaded from
this exact url,
which is used for the Travis builds. If you think your blender version is
adequate, the hash (visble in the upper right of blender's splash screen)
5bd8ac9abfa. The exporter itself should run on all modern versions
of blender, but the output may differ slightly.
This Godot exporter is distributed under the terms of the GNU General Public License, version 2 or later. See the LICENSE.txt file for details.