Rodeo,

A few things to note there:

  1. That importer is probably part of the engine code, probably in C++, and if it is it will require recompiling the engine and using your custom build for your game.
  2. From the docs on 3D importing:

.blend (Blender). This works by calling Blender to export to glTF in a transparent manner (requires Blender to be installed).

So it looks like the blender importer is already using the (recommended) gltf format anyway.

  1. There is the Godot Blender Exporter which you may find useful instead.
  2. You can write a tool script that extends EditorPostImport and do things with the scene on import without having to modify engine code. I’ve used this to great effect on gltf files.
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