So how is this not custom properties? https://docs.blender.org/manual/en/latest/files/data_blocks.html#custom-properties
On Thu, Mar 4, 2021 at 8:05 PM Juan Linietsky via Bf-committers < bf-committers@blender.org> wrote: > Hi Everyone! > > Most exporters are working fantastic nowadays in Blender, so on the > Godot Engine side, we are trying to figure how better to improve our > experience to users when going back and forth between Blender and Godot. > > So, this proposal consists on a very (pre-discussed) list of topics that > we would be glad to work together in ensuring Blender can support these > somehow (which should hopefully happen with minimal effort). > > The main topic is the ability for Blender to have a "Metadata Export" > plugin. This means, that at the time of export,and for each object exported > (node, material, skeleton, mesh, etc) Blender should be able to ask for > "metadata" to the export plugins. Export plugins can then return generic > metadata (Strings or what you believe is best) to embed in exported scenes. > > Here are use cases where these type of plugins would be very useful: > > * *UUID exporting*: When we import a scene on the game engine side, we can > only track objects by name. Blender uses unique names for objects, but > artists will often rename them, causing data added on the engine side (such > as overriding materials, changing positions, setting children nodes to, > etc) to be lost. Ideally, Blender should be able to assign UUIDs to every > object at the time of creation (does not need to be global, can be per > blender file). If not desired to be core in Blender, then the add-on should > be able to do this somehow. > * *Material Exporting:* Exporting materials is very limited in any format. > Users often just want to model directly on Blender, set up the materials > with nodes, and then expect them to work in the engine. To solve this, we > originally wrote a direct Blender -> Godot exporter, but this is very > difficult to maintain where the main thing we need is just materials. On > export, we convert Blender Materials to Godot Shaders, so they work > automatically on the engine. If this can be saved as metadata in > GLTF/DAE/FBX, it's much easier for us to maintain. > * *Extra parameters for lights and cameras*: Sometimes, we want more > parameters exported from lights, cameras, etc. in order to make sure scenes > just work. > * *Extra types of objects:* Godot supports Splines, IK, Physics and many > other types of objects that blender supports, but that no export format > does. Being able to export those as metadata in the exporter would be very > useful. As an example, when making a racing game, exporting a Spline used > to create a racetrack helps make a better AI. > > So, all this could be done if exporters polled export metadata plugins for > metadata at the time of export (so we ensure we convert from the most > recent version of the object) on any object, then added it in the exported > data. This is a minimal non-invasive change in Blender exporters, but adds > huge flexibility to engine export. > > Best > > Juan > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers