Summary
Since we took care of exporting Blender assets in the previous chapter, it was time to learn how to import these into Godot. This is what we covered in this chapter.
First, we learned that once a glTF file is part of a Godot project, Godot automatically takes care of things such as separating materials. That being said, since we’d most likely keep creating more instances of 3D assets, we looked into creating dedicated scenes out of glTF files. Moreover, we learned how to make modifications to our models in Blender and get the scenes using these models updated back in Godot.
Then, we covered materials, which is an enmeshed topic within the model workflow, and discussed different ways of labeling the materials, and even keeping the models in separate folders to prevent any material file from overlapping. You decided what works best for you since this kind of thing might be team-size or project specific.
Finally, we tackled how easily animations can be imported...