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https://docs.godotengine.org/en/3.1/getting_started/workflow/assets/importing_scenes.html
Blender doesn’t have its own exchange format. It saves/loads its files as a ‘.blend file’, but that format contains a lot more information than just model info. It wouldn’t be suitable as a pure exchange format.
Current Godot import options are:
glTF 2. This is currently your best choice in most cases, and probably will continue to be the preferred route in the future.
Asset Importer (AssImp) is a free program that will convert between several different formats. It has support for glTF 2 and FBX as well. You can include in your workflow if needed.
Obj is a good format for static models and is used by virtually all modeling programs, but it can’t store bone or animation info.
There is a ‘godot-blender-exporter’ on GiHub, but it is still experimental. I haven’t tried it personally and I've no idea how functional it is.
There is a ‘Better COLLADA exporter’ add-on for Blender that Godot supports. It had some issues at times when I last used it and I doubt it has improved.
it is almost impossible for indie dev to come up with a full 3d game mostly because tools are so bad. When i think i had done in Basic something that was able to load all asset i needed, place them in 3d space, save the entire thing as a file and use a simple little add on you could easily copy and paste in your program to load the entire world as static objects, i want to puke... I mean if i never went to programming school, never program in C, always in Basic, how the h...l am i able to do that when todays pro programmers are not even able to do such an easy thing?...