← All resources

Our Workflow with Blender and Godot

Auto-discovered

Blog Intermediate

Simon Thommes

Visit resource ↗

Description

Our Workflow with Blender and Godot is a Blender Studio blog post by technical director Simon Thommes on the Blender-to-Godot pipeline used for the DOGWALK game.

It describes a DCC-centric workflow that keeps assets, animation, and basic collisions in Blender, using glTF as an explicit exchange format instead of Godot's direct .blend import. Topics include collection exporters, asset separation via ID references, a Blender export extension with a Godot import plugin, material and animation handling, and version-control lessons around committing Godot import data. Caveats include a conflict-prone central asset index and duplicated asset IDs.

It is aimed at intermediate teams pairing Blender and Godot who need multi-artist publishing discipline. Familiarity with both tools and glTF basics is assumed.

The main narrative is free. Some embedded media and the production repo download sit behind Blender Studio membership, and shared pipeline code is labeled a preliminary prototype.

It is useful as a production postmortem of an explicit Blender and Godot export pipeline, including what the team would change next time.