Building simple animations in Godot
Back in Chapter 5, Setting Up Animation and Rigging, we discussed variances between Blender and Godot Engine for animation needs. In summary, we claimed that you’d be better off with Blender for animating anything more complex than bouncing balls and simple rotating objects. To drive the point home, we rigged and animated a snake model. Similarly, we have been using a humanoid character, Clara, done in Blender as well.
However, there comes a time when it might be suitable to animate some of the models in the game engine. The topic we have at hand is the opening animation of the arched door Clara is standing in front of. If you prefer so, you could still open the model in Blender, implement the necessary steps that represent the opening of the door, and reimport your work in Godot. It’ll be no different than any other imported model that came with its animation.
For such a simple task, it’s a bit of an overkill, though...