Behind the scenes, Godot uses Blender to export your ‘.blend’ file into glTF 2.0. It doesn’t support keyframe tangents, animating anything beyond transforms and blendshapes. Among many many other issues if you look at glTF in an interchange context. I’ve written that down in way more detail here: https://gist.github.com/emperorofmars/d8abf0f4b9bd5434f9543511b243a254
In Blender, right now, you can’t export animations that target anything other than transforms. (I am aware of the two hacks to allow you to also export blendshape animations). Blender 4.4 will get a new animation system, which fixes that part. But you still can’t export your animations properly, it will force bake them.
Way more than animations go into 3d assets, it’s just the most broken part right now. An extension system would be rather nice, or a material system that doesn’t hard define a small set of properties^^
From the proposal:
I don’t want to bash on USD, but its use is mostly in the VFX world, which vastly differs from game-dev.
Also, last month, I tried to get a model from Blender 4.2 to Unity 2022 in USD. It omitted the main armature. I quadruple checked all settings^^
That Godot plugin you linked uses Blender to import USD files to convert them to glTF 2.0, which then will actually get imported in Godot.
Collada has been deprecated in Blender.