
Create resources in Blender, import and configure them in Godot, and follow the Godot lessons in order, while Blender lessons may be in any order, with picture and sound resources.
Model a humanoid body in Blender by transforming a cube into a sphere, adding loop cuts and insets, extruding limbs, and mirroring the geometry for a torso, legs, and arms.
Shape the body by beveling edges, moving vertices with G, and extruding to form the head, eyes, and mouth, using inset, loop cut, and rip for refinement.
Adjust the model's edges and vertices for a better shape, press g twice to move them, align the mouth apex with the jaw, and apply the mirror modifier changes.
Create and rig an armature in Blender, enable inverse kinematic for arm and leg bones, and test movements in pose mode after extruding and setting chain lengths.
Export the model in glb format by selecting the TPose preset, exiting pose mode, deleting reference cube, and exporting via file > export > glTF 2.0 with a file name.
Configure keyboard actions in project settings using the input map, naming actions such as left, right, forward, back, jump, action, rotate_left, rotate_right, and pause, then assign keys.
Configure the model in Godot by moving AnimationPlayer into Armature, saving the branch as Player scene, creating scene and assets folders, opening it, and closing the previous scene.
Select the camera, move it in front of the player model, tilt upward, and switch to the camera view with the preview option.
Add the jump impulse constant and a jumping function to apply momentum to velocity.y when on the ground and the jump button is pressed, and call it from _physics_process.
Extend the bottom panel, switch to the dope sheet and shape key editor, and create a new action. Set keyframes at 1 and 7, copy to 14, add 13, stash.
Increase the detection range by adjusting the collision area, duplicate ground to a new platform, move the mob there, and run the project to verify changes.
Hello and welcome.
If you are a developer or designer who is interested in creating 3D video games and use your own resources, this course is for you.
In this course, we will focus on using Blender to create models that can be used in Godot to design a 3D platformer video game.
We also cover the creation of a basic user interface to improve the user experience in the game by using multiple elements that you can find in Godot.
We will create each of the models step by step, we will create animations that are going to be used and we will export each one of the files and import them into Godot.
In this course you will learn:
Create 3D models in Blender.
Rigging.
Create Actions and Animations Using Blender's Action Editor and Key Frame Editor.
Store multiple animations as Non Linear Actions.
Export the 3D model so that it can be used in different applications.
Create a 3D Video Game in Godot
Import 3D assets and customize them.
Creating a user interface to help the player
Read and save files in Godot.
Programing with GDScript
By acquiring the course, you will get access to the resources created through the lessons.
12 3D models (4 with animations)
Godot project
Link to external resources
I hope that the content of this course to be useful to you and that you can use it to your personal projects.
Have fun and happy learning.