I'm a Unity user trying to get his hobbyist feet wet with Godot, mainly because I love free software.
However, I find it difficult to do so, because at the moment, Blender 2.8 and Godot 3.1 do not seem to play nice with each other at all.
Here's what I've tried:
Using the GLTF2 Format
Godot 3 has native support for GLTF2, and Blender 2.8 can export it. So, yay? Unfortunately no. The blender plugin for GLTF2 seems to be broken; it's caught in an endless loop when I try to export my model (it burns CPU until I killed the process but no output was generated, not even a file created).
Using Better Collada Exporter
I tried it, I downloaded the blender plugin, but unfortunately it refuses to work with 2.8. Blender even indicates this in the addons menu ("needs migration"). Alas, it seems that the Github repo of this plugin is mostly dead (last commit was 11 months ago).
Using Godot Blender Exporter
Another blender plugin. This one seems to be under more active development, which is good to see, but it declares itself as experimental. Well, I was kind of desperate, so I gave it a shot anyways. Unfortunately, the results are the same as with the Better Collada Exporter - Blender will complain about the plugin requiring migration, and the menu item for exporting will not even show up.
Now, to be fair, Blender 2.8 is still officially in Beta. However, it is quite stable, yet I can't seem to get any export pipeline to Godot to work properly. Any advice on this would be much appreciated.
If the devs are reading this: the ability to throw a *.blend file (which is a stable open-source format) into the godot project directory and have the engine figure out the rest would be a huge improvement (particularly because I could edit the blend file afterwards without having to follow an export/import workflow all over again). It works like that in Unity.