Nexus Godot Pipeline

Michael Kulzer in Import & Export


### Blender Addon (nexus_b2g)


- Meshoptimizer extracted from Advanced Options to its own section. Added Live Mesh Optimization preview in the viewport.

- Bundled gltfpack 1.3 for mesh optimization.

- Re-newed **Project Settings** dialog for scene style and export-related project settings. (Under Project Path Section)

- UI polish in the Nexus tab and panels.


### Godot Addon (nexus_importer)


- Fixed editor crash when manually reimporting glTF while inherited or wrapper scene tabs stayed open.

- Re-export/reimport no longer closes open inherited or wrapper scene tabs.


- Outliner: valid collections keep their color tag (no more forced white).

- Hierarchy errors only overlay red; the previous color returns after fixing.

- Duplicate Asset IDs in the same `.blend` are resolved automatically: the canonical collection keeps its id, copies get a new UUID (on load, property edits, and export). **Regenerate Asset ID** is available in Collection Settings. Re-export affected assets after upgrading.

- Moving the Origin Pivot automatically updates collection instances in the viewport after you finish the move.

- Batch export no longer cancels when you press Ctrl+C. Use **Stop Batch Export** or **Esc** to cancel.

- Collection instances duplicated by Array or Geometry Nodes on the instance Empty now export every realized copy. Combined Assets and Levels emit one marker per copy; MultiMesh manifests list every transform. Godot still instances the referenced asset - nothing is baked into a single mesh.

- MultiMesh Analyze in the Nexus tab now detects those Geometry Nodes / Array copies instead of showing "No valid Assets detected" while export still succeeded.


- Animation Library export restores the original armature pose (REST vs POSE) afterwards.

- Failed exports are reported as cancelled; a glTF exporter exception no longer crashes the export run.

- Shader materials re-export after a layout or hash invalidation instead of being skipped as unchanged.

- Compressed mesh optimization is rejected when the file grew after restoring Nexus metadata.

- gltfpack reordering animation channels no longer fails optimization parity.

- Collections nested under Exclude now warn during export instead of staying silent.

- Materials whose export path sits outside the Godot project are no longer skipped as unchanged.

- Texture and index paths are normalized so Linux exports place files correctly.

- Next-to-asset texture layout keeps source subfolders (no more overwrites when two textures share a filename); shared materials use dedicated texture folders under Best Guess.

- Project Paths: added Material Extension option (`.tres` / `.material`, default `.tres`).

- `material_ext` is written into `material_index.json` per material; Blender always exports text `.tres`.

- glTF `gather_material_hook` no longer crashes on Blender 5.2 `InlineShaderNodes`.

- Nested **Levels** export inline again (like nested Assets).

- sticky **asset_id** no longer leak into exports.

- Large Levels are no longer blocked by a thin node-count budget alone.

- SMART batch no longer skips files that still need export (empty `assets` / missing glTFs).

- Safer index writes when Godot is open; clearer batch log after interactive export.

- **Discard Mesh** toggles additional Viewport Display (Wire / Textured).


## [2.0.0] - 2026-07-18


### Blender Addon (nexus_b2g)


- **New Collection Types:** Exclude, Folder, Combined Asset

- **New Root Type:** VehicleBody3D

- **New Collision Type:** SeparationRayShape3D (Use an empty to find this collision type)

- **Breaking:** nested Levels blocked; use new **Combined Asset** type.

- Nested Assets inline are now possible.

- Anim-lib `.res` next to the anim-lib glTF; glTF carries `target_asset_path` for the skeleton.

- Project path presets (1–8); separate Material / Texture Layout (default: Dedicated folder) replaces Resource Layout.

- gltfpack **1.2** with **Clean** / **Compressed** modes, new optimizer options.

- Sync Lights from Godot; extended light metadata/UI (Area, gobos, cull mask, …).

- Shader export: Mix Shader, more nodes (Layer Weight, Sky, Sheen, …), group/displacement support; partial BSDFs warn instead of failing export.

- Fixes: Smart Export skip/hash, curve multi-user bake, visibility, collection name sanitize, shared Level materials, Reference Existing re-export.

- **Geometry Container GLB:** export a shareable `.glb` with materials and textures embedded. Previous binary mode is now **GLB Separate**.

- **Parallel batch export** (opt-in): run several `.blend` files at once via Parallel Workers.

- **Smart batch** skips unchanged files entirely (Force still re-exports everything).

- **Set Defaults** in Project Paths: preferred Scene Style per root type, stored with the Source folder.

- Cleaner batch log (less spam, clearer errors); empty/invalid collections warn or skip without leaving empty folders.


### Godot Addon (nexus_importer)


- Scene Style (generate Wrapper or Inherited) was moved to Blender (Collection Section)

- Anim-lib `.res` from `animation_libs/`; skeleton via `target_asset_path` (legacy fallback kept).

- Faster batch reimport; level/combined instancing waits until dependency scenes exist.

- Nested Asset/Skeletal collections import with their own Godot root type.

- Extended light import (AreaLight3D 4.7+, gobos, visibility/shadow, …).

- Tools → Sanitize orphaned materials.

- Import pipeline fixes (wrappers, Combined before Level, lights metadata).

- Typical **GLB** imports write editable `.tres` materials next to the `.glb`; Nexus Separate still uses the material index.

## [1.5.1] - 2026-05-31


### Blender Addon (nexus_b2g)


- Fixed level export duplicating asset textures and breaking shared materials in Godot.


### Godot Addon (nexus_importer)


- Importer reloads `material_index.json` when the file changes, so material updates apply without restarting the editor.

Blender Addon (nexus_b2g)

  • Added extended material conversion from Blender shader nodes to Godot shaders.

  • Updated mesh optimization to gltfpack 1.1 (Safe / Compact modes in UI).

  • Re-organized target path and export layout options; settings now persist in addon preferences across .blend files.

  • Improved compatibility with third-party glTF export addons

  • Minor bug and UI fixes.

Godot Addon (nexus_importer)

  • Import warning when shader materials were exported with an older Blender addon version.

Added

Blender Addon (nexus_b2g)

  • Flexible Source / Target paths: Each of Source and Target can be resolved either relative to Project Root (recommended monorepo layout: e.g. src / game) or as an absolute folder on disk. Browse outside Project Root automatically switches the affected side to absolute mode. Preferences JSON export/import is now version 2 and includes the new fields (older JSON files still import with defaults).

  • GLB export (experimental): Geometry Container setting (Quick Export and Advanced → GLTF Settings) chooses glTF Separate (default: .gltf + external buffers/textures, texture organize + optional gltfpack) or GLB (single binary file). Asset index validation and manual registration support .glb. gltfpack is skipped for GLB; organize_textures remains a no-op for .glb. MultiMesh manifest files stay .gltf.

Godot Addon (nexus_importer)

  • GLB support (experimental): Reads NEXUS metadata from the JSON chunk of .glb files (same extras contract as .gltf). Reimport, import config, filesystem context menu, and folder batching treat .glb like .gltf.

Changed

Blender Addon (nexus_b2g)

  • Project path validation: Target must exist on disk and resolve correctly; absolute Source requires a valid directory when that mode is selected. Project Root remains required for batch export, presets, and related features.

Fixed

Blender Addon (nexus_b2g)

  • Reference Existing (material): material_index.json entries were overwritten after export with the default generated .tres path, so Godot kept using the wrong resource. The post-pass now only merges source_blend_file (and name) and leaves **relative_path / content_hash** to the material exporter. The material file browser stores **res://** paths via the same conversion as typed paths.

  • Material export skip logic: When content_hash already matched the reference state but **relative_path in the index was still wrong** (legacy inconsistency), export skipped and never repaired the index. Skip now requires hash match and path match for Reference; for Generate, hash + path + on-disk .tres content matching a fresh generation (including nexus_material_id), so stale or incomplete hashes no longer suppress needed writes.

Added

Blender Addon

  • Icon Bar: Left-hand vertical icon bar for quick section navigation. Click an icon to select and display the corresponding section (blue highlight). Pin sections to keep them visible (orange/red highlight).

Godot Addon

  • Wrapper and Inherited Scenes: The addon can now create both Wrapper Scenes and Inherited Scenes for glTF assets. Scene type is configurable via tools (nexus/import/scene_style); automatic creation uses the selected style. Alternatively, use the FileSystem context menu on glTF files or folders: "Create Nexus Wrapper Scene" or "Create Nexus Inherited Scene" to create the desired scene type on demand.

Fixed

Godot Addon

  • Manual Import Mode: glTFs not processed: When Import Mode was set to Manual, glTFs were not interpreted at all

Blender Addon

  • Resonance Geometry Dynamic overwritten by Static: When exporting assets with Resonance Geometry set to Dynamic, the value was incorrectly reset to Static in both the UI and the exported glTF. This occurred when update_object_properties reapplied the root-type default (Static for StaticBody/Area) even after the user had explicitly chosen Dynamic. The logic now preserves an explicit Dynamic choice and no longer overwrites it with Static.

Added:

  • Material Resource Name: Enables Raycast-based surface identification (e.g., footstep sounds, particle FX). Query this in Godot via get_surface_material(surface_index).resource_name.

  • Collection Presets: Added a new preset bar in the Collection Section for quick application of export settings.

Changed:

  • Surface Tags have been replaced by Metadata for more flexibility.

  • "Scan/Refresh All Strips" now automatically removes orphaned settings.

  • Renamed "Initialize Strips on this Armature" to "Initialize Missing Strip Settings." Strips without a linked action (e.g., Meta strips) now show a hint that they will not be exported.

Fixed:

  • Asset-ID Duplication: Duplicated collections no longer share the same asset_id.

  • Mesh Optimizer: Fixed an issue where vertex attributes (like UVs) were lost during optimization.


- added support for Nexus Resonance

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Details
Blender Extension Compatible Yes
Sales 40+
Rating
3 ratings
Published 8 months ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles
License GPL