Getting ready to export
There are plans to make the transition between Blender and Godot Engine more seamless in future versions. For example, you’ll be able to deploy your Blender file directly in a Godot project and start accessing the elements from your Blender scene directly in Godot. However, we are not there yet, so we need to do a bit of housekeeping before we send our stuff to Godot.
The following is not a complete list, but it covers the most common problems many artists face when they go between Blender and Godot:
- Deciding what to do with n-gons
- Setting origin points
- Applying rotation and scale
- Naming things properly
Now, let’s discuss these topics (problems) and their solutions. We’ll start with more labor-intensive topics and finish off with easier things to take care of before you hit the export button.
Deciding what to do with n-gons
Let’s give a formal definition of an n-gon and move on to its relevance...