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Godot Proposal: Collaborate with other projects to create a new 3D interchange format

It is hard to get models out of Blender into Godot (correctly and without loosing half the work).

Gamedev relevant open-source projects should come together to create a new 3D interchange format. More in the GitHub discussion.

I've submitted this proposal to other open source projects as well:

18 comments
  • Ah, so it's (mostly?) about animation? Because from my very limited unprofessional tinkering I was blown away how amazing just throwing a .blend file into Godot works (as opposed to eg in Unity)

    • Behind the scenes, Godot uses Blender to export your '.blend' file into glTF 2.0. It doesn't support keyframe tangents, animating anything beyond transforms and blendshapes. Among many many other issues if you look at glTF in an interchange context. I've written that down in way more detail here: https://gist.github.com/emperorofmars/d8abf0f4b9bd5434f9543511b243a254

      In Blender, right now, you can't export animations that target anything other than transforms. (I am aware of the two hacks to allow you to also export blendshape animations). Blender 4.4 will get a new animation system, which fixes that part. But you still can't export your animations properly, it will force bake them.

      Way more than animations go into 3d assets, it's just the most broken part right now. An extension system would be rather nice, or a material system that doesn't hard define a small set of properties^^

      • Ah, didn't know it converted to gltf, interesting. Yeah, bit it looks like we could really use a file format that is designed to translate between 3d program s and game engines ...

      • Can 3D substitution animation be exported from Blender? This isn't easy to search, though what I could find seems like importing animations in general needs more clicks than expected. Even better would be a workflow with greasepencil and geometry nodes (though searching w/Godot leads to a paid tool), especially if that can also be used for vertex colors.

        I have my doubts here as the first thing I tried (a custom shader with a 2nd vertex color map hooked up to glow) didn't work. Though I'm not sure if that was an issue with gltf, Blender, Godot, how I exported it, or something else.

        = Switching visibility to another model rather than using deformation or texturing. If this does not export easily, I guess it'd be easy enough to manually do with Godot's animation player so long as there aren't too many frames/animations/states.

  • I haven't been following the lay of the land for the last 20 years, but it was the same problem then. Some things don't change.

    3d studio max was the big player. .3ds was proprietary, binary and undocumented. They had an ASCII export, but it was bugged. The guys at moppi had an improved ASCII export plugin that solved those issues.

    Collada was just around the corner, but seemed quite over-engineered.

  • @emperorofmars to me the biggest problem with gltf is its extensibility cannot actually be easily used without heavy export/import work per extension.

    was reading about your stf endeavor .. would it be possible to abuse the 3d format further by embedding extensions in the file itself?

    • Yes, so much yes on the first part! Want to implement the simplest thing in UnityGLTF? You have to fork it, and force all your users to use your very special fork.

      I assume you mean my 'nna' project with the second part? That serializes data into the node-names of the model's hierarchy. It is as stupid as it sounds, but it works reliably, and I don't need to modify any exporter/importer. The data is part of the file itself.

      If you wanted to embed data into a format more legitimately, you would have to modify its exporter/importer, and the format would have to support extensions in the first place.

  • Isnt this a mostly solved problem? (Not in Godot, but so far as such a format existing)

    A lot of stuff works with USD.

18 comments