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