Export CSG Meshes with 1 click How to use :- Combine all your CSGMeshes under a CSGCombiner node then press (Export to OBJ) in the Spatial Container Menu.Limitations :- Only works when you select 1 CSGCombiner node (Cant multiselect)- Only material diffuse and emission colors will be exported (Textures and maps wont be exported, but you can add them manually in your 3D editing software) - The plugin is still experimental ,so please report for bugs at: [email protected]=== New Version 0.3.2===*Bug fixes by (@szabotudor):--Object variable is cleared before being reused (to avoid stacking old meshes over new ones)*Bug fixes by (@mohammedzero43):--Fixed an issue with exporting .mtl and .obj with unmatched names=== New Version 0.3.0 ===*Usability improvements by (@Janders1800) :-- Added a FileDialog so the user can select where to save the exported obj file=== New Version 0.2.0 ===*Bug fixes by (@Henriquelalves) :-- Empty materials will now have a default material applied-- script fixes in writing object name
An extension make the label works in 3D world
Color Calibrator with Macbeth chart to color match and color grade.Can be used in setting up neutrally lit scenes or color matching between applications.Repository contains Blender file and demo scene.
A tool for batching MeshInstance nodes into a single MultiMeshInstance.- Provides a new MeshBatcher node for easy implimentation. Simply used the node as a container for MeshInstances.- Place and edit individual MeshInstances for granular control.- Detects StaticBodies allowing for collisions with a MultiMeshInstance.
Simple plugin to allow for nodes to follow the transformation of bones within a 3d Skeleton. Very useful for attaching colliders to areas/bones of your meshes when there are animations changing the position of the bones. Its not super efficient, but does the job. PRs welcome!Install:Clone/download this repo into your project and activate the plugin from the project settings. You will have a new node called FollowBone3D.Example:See the example folder. It has a zombie with two collision shapes attached to two different bones.Also, see the video below (when I make it).Attribution:The example uses a zombie model by Thomas.Osterhammel from [https://sketchfab.com/3d-models/zombie-d22e3dc957b142479e1723a379494eb3](https://sketchfab.com/3d-models/zombie-d22e3dc957b142479e1723a379494eb3) and animations from [https://www.mixamo.com/](https://www.mixamo.com/)
This tools allow users to place previously saved scene in a fast and comfortable way, using tabbed library interface to hold list of scenes, with several placement feature such as random scale / rotation, align to surface and grid-like positioning
A simple plugin that covers for the Godot's still missing Level of Detail management. It's a tool to manage world maps more easily. It works recursively, meaning it can manage LOD Objects under other LOD Objects. This way you don't have to worry about managing every single prop, and can edit the world map chunk by chunk.Examples, and a detailed usage guide are on the Github page.
Adds a GUI for use in VR by translating a 3D raycast from the VR controllers into mouse input for the GUI. This technique could also be used for non-VR games too, but the focus is for VR games.This uses the same test GUI as the GUI in 3D demo: https://godotengine.org/asset-library/asset/127And uses the OpenVR module: https://godotengine.org/asset-library/asset/150
This is a simple scene to display 3D healthbar.It should have better perfomance than viewport method. Mainly because it does not create any viewports and just works on simple Sprite3D node. You can add multiple healthbars and dont worry about perfomance.
A node that replaces its children with a MultiMeshInstance
Provides a helper node for building tile based worlds out of similarly sized scenes.This node is similar to Godot's built in GridMap node, but allows for the placement of entire scenes instead of just meshes.
Heightmap-based terrain for Godot 3.3.It supports collision, texture painting, colouring, holes, level of detail, and grass.WARNING: this version is no longer maintained, and might not work out of the box in Godot versions past 3.3, in which case you will have to fix it yourself. The version available for Godot 4 has had more updates.Fixes in 1.6.1:- Fixed static typing error in terrain importer dialog (thanks to McSpider)Changes in 1.6:- Added island modifier to the terrain generator- Added option to add the current heightmap to the generated one in the generator- Added `render_layers` property to expose the same as `VisualInstance.layers`- Added `anisotropic` parameter to packed texture importers- Added support for loading terrain maps imported as `Image`, allowing modification in game- Added basic support for pen pressure (tablets)- Added random brush rotation- Added brush multi-shape randomization- Added brush spacing based on time and distance- Added support for importing `.xyz` files as heightmap- Added rotation and centering support- Increased brush size slider maximum to 500, and allow up to 4000 if typed in (expensive, use at your own risk)- Ported quad tree code to GDNative for a bit of speedup on Windows and Linux (thanks to tinmanjuggernaut)- Prefixed ALL internal classes of the plugin to prevent clashes with `class_name` (see issue #313)- Added workarounds to allow the plugin to initialize even if assets are not imported yet (The UI might still have issues, in this case you need to restart Godot)- Dropped support for Godot 3.1 and 3.2 due to engine crashes.- Fixed grass chunks not updating properly when the terrain is moved- Fixed invalid index error that can happen in some cases in the TextureArray importer mode- Fixed loading an existing texture array when the current texture set is empty- Fixed `BaseButton.focus_mode` warning printed when the plugin is enabled- Fixed some dialogs going outside window if editor font is larger (buttons outside windows did nothing)- Fixed flatten brush not allowing to set decimal heights- Fixed wrong shading in `multisplat16` shadersPrevious changelogs: https://github.com/Zylann/godot_heightmap_plugin/blob/master/CHANGELOG.md