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Expanding Data Asset Pipeline Section to include various Blender workflows. #134

@csevier

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@csevier

Starting a discussion here.

Correct me if I am wrong, but, it would seem like most of us use blender as essentially both our content creation and level editors (scene editor if you will). I think it would be beneficial to add sections to the documentation covering the various techniques of how do the major things a panda3d game needs. Not necessarily a how to use blender, but, a how to use blender as a level/asset editor specifically for panda3d. And do this in a way that it relates to individual data/formats and their exporters in the ecosystem.

For example, lets say I want to add collisions nodes. How might one go about adding collision nodes, in blender, then have them exported as eggs and what that will do in engine. etc. Like with the blend2bam. If you want invisible collision geometry, that would require either a specially name collection or special flag on export. Or things like, how does one add a tag that will lead to being queried data in engine. These things arent really front and center but are pretty important because some stuff just simply cant be done as easy in code! Happy to help start this process of collecting wisdom and writing it down. Let me know what you think.

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