From 17ee37ddd477e70ba4b5ff4ccd94fd4d419d70c0 Mon Sep 17 00:00:00 2001 From: skyace65 Date: Mon, 27 Jan 2025 21:00:18 -0500 Subject: [PATCH] Update available 3D formats page --- .../importing_3d_scenes/available_formats.rst | 25 ++++++------------- 1 file changed, 8 insertions(+), 17 deletions(-) diff --git a/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst b/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst index 5e69c7089..d7da97e19 100644 --- a/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst +++ b/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst @@ -34,17 +34,12 @@ Exporting glTF 2.0 files from Blender (recommended) There are 3 ways to export glTF files from Blender: - As a glTF binary file (``.glb``). -- As a glTF text-based file with embedded binary data (``.gltf`` file) - As a glTF text-based file with separate binary data and textures (``.gltf`` file + ``.bin`` file + textures). -glTF binary files (``.glb``) are the smallest of the three options. They include -the mesh and textures set up in Blender. When brought into Godot the textures -are part of the object's material file. - -glTF embedded files (``.gltf``) function the same way as binary files. They -don't provide extra functionality in Godot, and shouldn't be used since they -have a larger file size. +glTF binary files (``.glb``) are the smaller option. They include the mesh and +textures set up in Blender. When brought into Godot the textures are part of the +object's material file. There are two reasons to use glTF with the textures separate. One is to have the scene description in a text based format and the binary data in a separate @@ -108,9 +103,8 @@ Importing ``.blend`` files directly within Godot This avoids any issues related to packaging, such as different library versions that can cause incompatibilities or sandboxing restrictions. -From Godot 4.0 onwards, the editor can directly import ``.blend`` files by -calling `Blender `__'s glTF export functionality in a -transparent manner. +The editor can directly import ``.blend`` files by calling `Blender `__'s +glTF export functionality in a transparent manner. This allows you to iterate on your 3D scenes faster, as you can save the scene in Blender, alt-tab back to Godot then see your changes immediately. When @@ -154,11 +148,8 @@ Blender has built-in COLLADA support, but it does not work properly for the needs of game engines and shouldn't be used as-is. However, scenes exported with the built-in Collada support may still work for simple scenes without animation. -For complex scenes or scenes that contain animations, Godot provides a -`Blender plugin `_ -that will correctly export COLLADA scenes for use in Godot. This plugin is -not maintained or supported in Godot 4.x, but may still work depending on your -Godot and Blender versions. +For complex scenes or scenes that contain animations it is highly recommend to use +glTF instead. Importing OBJ files in Godot ---------------------------- @@ -179,7 +170,7 @@ There are 2 ways to use OBJ meshes in Godot: Blender 3.4 and later can export RGB vertex colors in OBJ files (this is a nonstandard extension of the OBJ format). Godot is able to import those - vertex colors since Godot 4.0, but they will not be displayed on the + vertex colors, but they will not be displayed on the material unless you enable **Vertex Color > Use As Albedo** on the material. Vertex colors from OBJ meshes keep their original color space once imported