• 3D
  • [Blender to Godot] ¿Export smooth 3D character with animations?

I made a 3D character in Blender, and i want to put him in a Godot game, with animations of course. But for the character to look smooth and not wrinkly, in Blender i must put a Subdivision modifier after the Skeleton modifier, which, as far as i know, makes it impossible to export the model with animations.

¿Can you please give me any tips on how to export a smooth model with animations (even if i have to change or remake the model)? I know that this can be easily fixed by making Low-Poly models instead, but i use High-Resolution models because i am making a more modern-looking game.

I am a beginner at 3D game development, so i don't know which information i need to attach except the Blender model file, and a Screenshot of it:

You could... apply the subdivision surface modifier perhaps?

@Megalomaniak said: You could... apply the subdivision surface modifier perhaps?

That's the problem. To keep this model looking smooth i would have to apply the Subdivision modifier after applying the Skeleton modifier, which, as far as i know, makes it impossible to export the animations. Because moving the Subdivision modifier before the Skeleton modifier introduces too many unsightly wrinkles and bumps into the limbs.

The modifier has to be applied before you export, especially the mirror modifier. I would just try it first and see if it exports. I usually have it all done before I add the skeleton so I don't know. Applying subdivision is overkill in my book. Hope you have a fast computer if you do too much of that.

The Skeleton modifier you mean armature? I tested applying subdivsion before/after armature then export animation to Godot3 with no problem. I think @Megalomaniak meant is to tick apply modifier box when you export from blender.

Either that or you just have typology or weighting issues with your rig.

I remade the model but this time i applied all modifiers before rigging (this new model also looks a little bit different, but that's not important for this question).

The new model (Blend file attached) is made with a Three-Step process, with each step being saved as a Collection in the Blend file:

  1. Low-Poly Model This is the original Low-Poly model with the Modifiers, for easy editing. I also made the Skeleton in this step, but it's only for visual reference yet.

  2. High-Poly Model The modifiers are applied.

  3. Rigged The High-Poly Model is rigged using the Skeleton.

With this adjusted workflow, the new model can actually be exported into Godot as an animated model instead of being stuck in the T-Pose.


I also decided to test using the old model again and it also animates as expected. I just didn't know how to test the functionality of the Skeleton in Godot before.

Now i know that i Can continue using this workflow for animated models because i could confirm that the exported model can be animated by Godot.


@Megalomaniak @fire7side @Gowydot Thanks for the hints.