Recommend triangulating and applying transforms in Importing 3D scenes (#4742)

This is generally good advice for any 3D engine, but Godot also has
issues with 3D selection that are more present with misaligned objects.
This commit is contained in:
Hugo Locurcio
2021-03-13 18:52:50 +01:00
committed by GitHub
parent 168e56843b
commit 31b9515fa6

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@@ -13,10 +13,10 @@ transferred as close as possible.
Godot supports the following 3D *scene file formats*:
* glTF 2.0 *(recommended)*. Godot has full support for text and binary formats.
* glTF 2.0 **(recommended)**. Godot has full support for both text (``.gltf``) and binary (``.glb``) 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.
* OBJ (Wavefront) format + their MTL material files. This is also fully supported, but pretty limited (no support for pivots, skeletons, animations, PBR materials, ...).
* ESCN, a Godot-specific format that Blender can export with a plugin.
* FBX, supported via a reverse engineered importer. So we recommend using other formats listed above, if suitable
for your workflow.
@@ -79,6 +79,26 @@ textures they can work in Godot. This includes the `Substance suite <https://www
.. note:: For more information on Godot's materials, see :ref:`doc_standard_material_3d`.
Exporting considerations
~~~~~~~~~~~~~~~~~~~~~~~~
Since GPUs can only render triangles, meshes that contain quads or N-gons have
to be *triangulated* before they can be rendered. Godot can triangulate meshes
on import, but results may be unpredictable or incorrect, especially with
N-gons. Regardless of the target application, triangulating *before* exporting
the scene will lead to more consistent results and should be done whenever
possible.
To avoid issues with incorrect triangulation after importing in Godot, it is
recommended to make the 3D DCC triangulate objects on its own. In Blender, this
can be done by adding a Triangulate modifier to your objects and making sure
**Apply Modifiers** is checked in the export dialog. Alternatively, depending on
the exporter, you may be able to find and enable a **Triangulate Faces** option
in the export dialog.
To avoid issues with 3D selection in the editor, it is recommended to apply the
object transform in the 3D DCC before exporting the scene.
Import workflows
----------------