Adds fast Loop and Catmull-Clark Subdivision to Godot.There are three options for importing:- SubdivMeshInstance3D: Ability to change subdivision level easily for each instance- ImporterMesh: Bake at import- BakedSubdivMesh: Bake at runtime (everytime you open the scene)Blendshapes, skeletons and surface override materials are fully supported in all three options.You can use these in the custom Subdivision section in any scene importer.Supported Platforms:Linux, Windows, Android
A 3D Terrain Tool Plugin written in Mono (its battle proofed)Currently supported:- Sculpting- Holes- Flatten- Noise- Smoothing- Collider support for DEFAULT and Bullet- Painting: On each splatmap channel- Brushes: Smooth, Linear, Spherical, Tip by given radius, strength and fallof- Importing and exporting heightmaps and splatmaps for 16bit raw images (industrial default)- Mapbox Support- 4 types of import formats- Visual shader support with pre defined components- Full support over github
Goshapes provides intuitive, curve-based level creation tools for Godot 4.This tool augments Path3D nodes with abilities to: - create custom block meshes (earth, buildings, etc) - create path meshes (fences, paths, roads) - scatter instances (trees, rocks, grass, etc)This makes it ideal for quickly putting together 3D environments.
A simple tool to randomly place meshes.🧩 Features- Scatter objects in the scene. Instances automatically rotate to the normal of the terrain.- Adjust the scatter type, size and collision layer and randomize the size and rotation.- Clustering: Place instances in tight groups together.- Apply advanced constraint options to scatter according to: - Terrain angle - Vertex color- Chunks: Split the MultiMeshScatter node into chunks.
This add-on provides a more flexible replacement of the InterpolatedCamera3D node that will be removed from core in Godot 4.0.See the usage documentation at: https://github.com/godot-extended-libraries/godot-interpolated-camera3dDemo project: https://godotengine.org/asset-library/asset/740
This adds some basic Control-like nodes to the 3D world. They detect mouseEntered, mouseExited, cameraEntered, and cameraExited.camera is based on if the area of the node intersects the middle of the screen.
Blender's 3D transforming shortcuts in GodotThis version is only compatible with Godot 4.x, check out godot3(https://github.com/imjp94/gd-blender-3d-shortcuts/tree/godot3) branch for older versionFeatures- Transform with "G", "R", "S" keys and "H" key to hide- Revert transformation with "ALT" modifier- Visualize constraint axis- Work seamlessly with Godot Spatial Editor settings("Use Local Space", "Use Snap", "Snap Settings")- Type transform value- Switch display mode with "Z"Shortcuts- Translate: G- Rotate: R- Scale: S- Revert Translation: ALT + G- Revert Rotation: ALT + R- Revert Scale: ALT + S- Constraint to Single Axis: X or Y or Z- Constraint to Plane: SHIFT + (X or Y or Z)- Delete: X- Hide: H- Precision Mode(while transforming with mouse): SHIFT- Toggle Global/Local mode(non-persistent): XX or YY or ZZ- Switch Spatial Editor Viewport Display Mode: Zv3.1:Fix error when rotate with snappingAdd node delete action and pie menu for switching viewport display modev0.3.0:Port to Godot 4.0v0.2.1:Support multiple viewports and bugfixesv0.2.0:Greatly improve usability of addon and fix some minor bugs.Added some new feature like "SHIFT" for precision while transforming, xx/yy/zz to toggle between global/local mode, infinite mouse movement when translating or scaling and switching display mode with "Z" key.
Adds jiggle physics to bones of a Skeleton3D. It reacts to animated or global motion as if it's connected with a rubber band to its initial position. As it reacts to acceleration instead of velocity, bones of constantly moving objects will not "lag behind" and have a more realistic behaviour.The node inherits from BoneAttachment3D and can also be used as such. It overrides the bone's global pose respecting the current pose, so the bone pose still be animated.
Vertex snapping plugin for Godot 4## How to use1. Select an object in the 3D view2. Press and hold `v` to view origin point3. Left mouse button drag to snap to any other object
This tool allows to generate customizable cylindrical meshes from 3D curves.[CurveMesh3D] meshes can be tweaked directly in the Editor using the same tools of [Path3D] node.Notes:- Radius Profile: A [Curve] can modify the radius of the mesh in specific points.- Radial Resolution: The number of vertices for each circular section- To increase the smoothness and the "tasselation" of the generated mesh you can reduce the value of [curve.bake_interval]
This tool provides a panel to quickly add blockout objects like cubes and spheres. One click will add geometry primitives with optional colliders and physics body parents. Meshes may be either MeshInstance3D or CSG nodes, as well as have a particular color or material applied.
This plugin lets you use MagicaVoxel VOX files in Godot. Once the plugin is downloaded and enabled in your project (in Project->Project Settings->Plugins) any VOX files in your project folders will show up in Godot and can be used as either Meshes or MeshLibraries, depending on their import settings.This plugin is a fork of https://godotengine.org/asset-library/asset/341. This means it has all the features of that plugin. However, it includes many new features. Enough that I decided to submit it as its own asset. If and when CloneDeath accepts the new features into his add-on, I will remove this one.New features added include:HIDING LAYERS IN MAGICAVOXEL REMOVES THEIR VOXELS IN GODOTThis allows for toggling optional objects in MagicaVoxel, such as clothing and weapons.MAGICAVOXEL VOXELS ARE RENDERED IN LAYER ORDER IN GODOTMagicaVoxel VOX files are now shown with the latest layers "on top" of earlier layers. This lets the user decide which voxels take precedence and is useful when adding tight features where an extra voxel would be inappropriate, such as for facial expressions or tight clothing.AN OPTION HAS BEEN ADDED TO ONLY RENDER THE FIRST MAGICAVOXEL KEYFRAME IN GODOTMagicaVoxel allows for creating multiple keyframes of voxels. If each keyframe represents a separate pose then it can look strange when they are all rendered together in Godot. This option fixes that by only showing voxels from the first keyframe. It is on by default.CAN NOW ACCESS MULTIPLE MAGICAVOXEL KEYFRAMESThis is the big one. MagicaVoxel allows for the creation of keyframes for animations. A new importer has been added for MagicaVoxel VOX files (it's selectable in the "Import" tab). The new importer is called "MagicaVoxel MeshLibrary" and represents a MagicaVoxel VOX file as a MeshLibrary with one mesh for each keyframe. The original importer is still available and is used by default. It is called "MagicaVoxel Mesh" and loads a MagicaVoxel VOX file as a single, static Mesh.A NEW NODE-TYPE HAS BEEN ADDED TO EASILY ANIMATE KEYFRAMED MAGICAVOXEL VOX FILESOnce all keyframes are in a MeshLibrary (using the new importer), this new node-type, "FramedMeshInstance", lets you easily animate them. It takes the MeshLibrary and an an integer called "Current Frame". "Current Frame" lets you select which keyframe is display. You can set it in the inspector or with an AnimationPlayer to animate the VOX sprite.NOTE: If you modify a VOX file, and its associated MeshLibrary doesn't fully update, try reloading the scene (menu Scene->Reload Saved Scene).
This Godot plugin allows you to create 3D paths with weights and curves that you can export as a CSV and use in projects.Example usage for this would be a path network for city traffic.
This is an addon that adds jigglebones to Godot 4.x. Jigglebones are bones that jiggle when the skeleton moves. They are used for procedural animation, so you can move only the important parts of the skeleton and the little bits will automatically jiggle with it.See the GitHub page for a detailed guide on how to use it in your project:https://github.com/yaelatletl/godot-jigglebones/blob/master/README.mdOriginally by BauxiteDev, current version includes upgrades and changes by Cory Petkovsek (tinmanjuggernaut) and Yael Atletl (me).
A vertex painting addon for the Godot game engine.Based on Vpainter by tomankirilov:https://github.com/tomankirilov/VPainter
This addon includes 3rd person perspective locomotion and blockout materials, sky.
Plugin that allows to automatically assign materials to selected mesh files and create materials from selected textures, with automatic shader parameter assign.
Kenney.nl's prototype textures applied to a cube for Godot's asset library.Block out levels, prototype, do level design, test proportions, test imports and gameplay.
A GDScript implementation of a line renderer in Godot 4.0, useful for rendering cylindrical volume such as lasers, trails, etc. Based on the Godot 3.0 version by @dbp8890 at https://github.com/dbp8890/line-renderer, which is based on the helpful C# implementation by @paulohyy at https://github.com/paulohyy/linerenderer and added some additional features such as UV tiling and a .tscn file for ease of use.To use, simply download and unzip the folder, which contains a demo project. If the demo project is not needed, the LineRenderer subfolder can be copied directly into the Godot project.Drag and drop the LineRenderer.tscn scene into the project, and you should see a line!To edit the line's points, simply edit the points member variable of the line renderer, and add/remove points from the array (see demo project for details). This can also be done via the editor in Godot.
A simple and easy to use free look camera for Godot 4 that mimics the controls of the editor camera.Features:- Look around by holding right click and moving the mouse- Move forward and backward with W and S- Move left and right with A and D- Move up and down with Q and E- Change movement speed by using the scroll wheel- Temporary increase speed by holding shiftInstallation:- attach "free_look_camera.gd" to your Camera3D node