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Are there any plans on adding blending Curve import (as Path)? #330
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rcorre
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Nov 15, 2020
Fixes godotengine#330. Relates to godotengine/godot-proposals#527. Previously, curves in blender were exported to meshes in Godot. Now, a bezier curve created in blender will be exported as a Path node with a Curve3D resource matching the blender data. The curve will have a child MeshInstance that renders the bevel. Only bezier curves are exported to Godot Path nodes. Other curves, such as Nurbs, export only as meshes as they did previously.
rcorre
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Nov 16, 2020
Fixes godotengine#330. Relates to godotengine/godot-proposals#527. Previously, curves in blender were exported to meshes in Godot. Now, a bezier curve created in blender will be exported as a Path node with a Curve3D resource matching the blender data. The curve will have a child MeshInstance that renders the bevel. Only bezier curves are exported to Godot Path nodes. Other curves, such as Nurbs, export only as meshes as they did previously.
Jason0214
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Dec 16, 2020
* Export Curve objects as Godot Path nodes. Fixes #330. Relates to godotengine/godot-proposals#527. Previously, curves in blender were exported to meshes in Godot. Now, a bezier curve created in blender will be exported as a Path node with a Curve3D resource matching the blender data. The curve will have a child MeshInstance that renders the bevel. Only bezier curves are exported to Godot Path nodes. Other curves, such as Nurbs, export only as meshes as they did previously. * Export all splines but only assign the active one. * Remove curve test scenes for now. They are generated with too recent of a blender version. We'll add them again after bumping the blender CI version. * Fix pylint warnings.
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Are there any plans on adding blender Curve import (as Path)?
The use is to add AI paths in Blender, so to not do hard work in
(not so handy) Godot editor.
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