Book Image

Game Development with Blender and Godot

By : Kumsal Obuz
Book Image

Game Development with Blender and Godot

By: Kumsal Obuz

Overview of this book

Game Development with Blender and Godot is a comprehensive introduction for those new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, and engaging games. This book will start by focusing on what low-poly modeling is, before showing you how to use Blender to create, rig, and animate your models. You will also polish these assets until they’re game-ready, making it easy for you to import them into Godot and use them effectively and efficiently. Next, you will use the game engine to design scenes, work with light and shadows, and transform your 3D models into interactive, controllable assets. By the end of this book, you will have a seamless workflow between Blender and Godot which is specifically geared toward game development. Alongside, you’ll also be building a point-and-click adventure game following the instructions and guidance in the book. Finishing this game will help you take these newly acquired skills and create your own 3D games from conception to completion.
Table of Contents (20 chapters)
Part 1: 3D Assets with Blender
Part 2: Asset Management
Part 3: Clara’s Fortune – An Adventure Game

Triggering animations

In Chapter 5, Setting Up Animation and Rigging, we tackled the creation of animations in Blender. Then, in Chapter 7, Importing Blender Assets into Godot, we saw how to import a model into Godot Engine and use the AnimationPlayer node to test the model’s different actions. The steps we’ll present in this section should be enough to introduce Clara to the game, but if you need a reminder on how to create and import animations, you might want to seek out those two chapters.

Since we are done with the player’s movement, what is missing is to introduce Clara to our workflow and play the proper actions, such as idling while she’s standing and walking while she is moving around.

We’ve already created a basic player character when we constructed Player.tscn and attached a script to this scene. It’s primitive but the scene structure is a good starting point. Follow these steps:

  1. Click Clara.glb in FileSystem, then...