Improve importing 3D scenes page (#4466)

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Matthew
2021-01-04 11:00:27 -05:00
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commit 26dd547243

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@@ -13,28 +13,18 @@ transferred as close as possible.
Godot supports the following 3D *scene file formats*:
* glTF 2.0. Godot has full support for text and binary formats.
* glTF 2.0 *(recommended)*. Godot has full support for text and binary formats.
* DAE (COLLADA), an older format that is fully supported.
* OBJ (Wavefront) formats. It is also fully supported, but pretty limited (no support for pivots, skeletons, etc).
* ESCN, a Godot specific format that Blender can export with a plugin.
* FBX, supported via the Open Asset Import library. However, FBX is proprietary, so we recommend using other formats
listed above, if suitable for your workflow.
* FBX, supported via a reverse engineered importer. So we recommend using other formats listed above, if suitable
for your workflow.
Just copy the scene file together with the texture to the project repository, and Godot will do a full import.
It is important that the mesh is not deformed by bones when exporting. Make sure that the skeleton is reset to its T-pose
or default rest pose before exporting with your favorite 3D editor.
Exporting DAE files from Maya and 3DS Max
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Autodesk added built-in COLLADA support to Maya and 3DS Max, but it's
broken by default and should not be used. The best way to export this format
is by using the
`OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`__
plugins. They work well, although they are not always up-to date
with the latest version of the software.
Exporting glTF 2.0 files from Blender
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -79,6 +69,16 @@ experimental.
The ESCN exporter has a detailed `document <escn_exporter/index.html>`__ describing
its functionality and usage.
Exporting textures separately
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
While textures can be exported with a model in certain file formats, such as glTF 2.0, you can also export them
separately. Godot uses PBR (physically based rendering) for its materials, so if a texturing program can export PBR
textures they can work in Godot. This includes the `Substance suite <https://www.substance3d.com/>`__,
`ArmorPaint (open source) <https://armorpaint.org/>`__, and `Material Maker (open source) <https://github.com/RodZill4/material-maker>`__.
.. note:: For more information on Godot's materials, see :ref:`doc_standard_material_3d`.
Import workflows
----------------