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

Creating animations

As we mentioned in the Where to build animations section, the type of animation we’ll do in Blender involves having individual parts of a system that move independently from each other or collaboratively move together sometimes. We also said that we would need a method called rigging, so let’s give an example to understand why rigging is useful.

When you talk, whether you are sitting or walking, the muscles and bones that are responsible for the talking are generally not affected by or affecting the other parts of your body. However, when you are walking, your legs rotate around the hip bones, and the rest of the system triggers other natural actions, such as swinging your arms, moving your shoulders slightly forward and backward, and so on.

In both cases where you have a local or system-wide dependency, we eventually move some of the vertices that make up a model. Since moving so many vertices is a lot of work, we use a structure we place inside...