From 31b9515fa66fccd0b52da596b2518fbd00a02df9 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 13 Mar 2021 18:52:50 +0100 Subject: [PATCH] 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. --- .../assets_pipeline/importing_scenes.rst | 26 ++++++++++++++++--- 1 file changed, 23 insertions(+), 3 deletions(-) diff --git a/tutorials/assets_pipeline/importing_scenes.rst b/tutorials/assets_pipeline/importing_scenes.rst index a29c6b5d1..28b6342bd 100644 --- a/tutorials/assets_pipeline/importing_scenes.rst +++ b/tutorials/assets_pipeline/importing_scenes.rst @@ -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