<blockquote class="Quote">From what you've shared, it sounds like you are attempting to construct
an object hierarchy in Blender, and then import that hierarchy into
Godot. While a nice idea, it isn't the workflow that I would recommend.
If I were approaching the same problem, I would export the individual 3D
models from Blender as separate objects and separate exports. I would
then import them into Godot, and construct any needed hierarchy between
them within the Godot game engine.<br></blockquote><br>I did not link the empty objects (hardpoints) to the main one to allow more flexibility anyway,and exported the whole thing. Could this be a problem? Of course, I could export the main shape and the empty object (hardpoint) separately, then copy/duplicate it everywhere I need into Godot.<br><br><blockquote class="Quote">Godot has a very clear workflow for instancing and hierarchy. It's one
of its stronger aspects. While Blender is also capable of handling
complex hierarchies, it is better not to rely on it's structure. I would
handle and setup such structures in Godot itself. You can still use
Blender to mock-up such structures, no harm in that. Just don't rely on
those hierarchies to transfer over when you export. Parenting
hierarchies, as well as object-level animations, are better handled
within Godot.<br></blockquote>Yes, of course, my intentions was not to build things into Blender, just linking hardpoints to the main shape and obviously build the complete hierachy/coding with Gosot.<br><br>Anyway, what you wrote is essential and I will try both methods to compare.<br><br>Thanks for the clues Richard :)<br><h1><br></h1><br><br><br>