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)
1
Part 1: 3D Assets with Blender
7
Part 2: Asset Management
11
Part 3: Clara’s Fortune – An Adventure Game

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...