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Update import pages for ufbx in 4.3
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@@ -18,9 +18,11 @@ Godot supports the following 3D *scene file formats*:
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- OBJ (Wavefront) format + their MTL material files. This is also
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supported, but pretty limited given the format's limitations (no support for
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pivots, skeletons, animations, UV2, PBR materials, ...).
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- FBX, supported via `FBX2glTF <https://github.com/godotengine/FBX2glTF>`__ integration.
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This requires installing an external program that links against the proprietary FBX SDK,
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so we recommend using other formats listed above (if suitable for your workflow).
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- FBX, supported via the `ufbx <https://github.com/ufbx/ufbx>`__ library. The
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previous import workflow used `FBX2glTF <https://github.com/godotengine/FBX2glTF>`__
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integration. This requires installing an external program that links against the
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proprietary FBX SDK, so we recommend using the default ubfx method or other formats
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listed above (if suitable for your workflow).
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Copy the scene file together with the textures and mesh data (if separate) to
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the project repository, then Godot will do a full import when focusing the
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@@ -185,24 +187,30 @@ There are 2 ways to use OBJ meshes in Godot:
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Importing FBX files in Godot
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----------------------------
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When opening a project containing FBX scenes, you will see a dialog asking you
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to configure FBX import. Click the link in the dialog to download an FBX2glTF
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binary, then extract the ZIP archive, place the binary anywhere you wish, then
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specify its path in the dialog.
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By default any FBX file added to a Godot project in Godot 4.3 or later will
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use the ufbx import method. Any file that was was added to a project in a
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previous version, such as 4.2, will continue to be imported via the FBX2glTF
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method unless you go into that files import settings, and change the importer
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to ``ufbx``.
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If you keep ``.fbx`` files within your project folder but don't want them to
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be imported by Godot, disable **Filesystem > Import > FBX > Enabled** in the
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advanced Project Settings.
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The FBX import process converts to glTF first, so it still uses
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If you want to setup the FBX2glTF workflow, which is generally not recommend
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unless you have a specific reason to use it, you need to download the `FBX2glTF <https://github.com/godotengine/FBX2glTF>`__
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executable, then specify the path to that executable in the editor settings under
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**Filesystem > Import > FBX > FBX2glTFPath**
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The FBX2glTF import process converts to glTF first, so it still uses
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Godot's glTF import code. Therefore, the FBX import process is the same
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as the glTF import process, but with an extra step at the beginning.
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.. figure:: img/importing_3d_scenes_available_formats_fbx.webp
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:align: center
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:alt: Diagram explaining the import process for FBX files in Godot
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:alt: Diagram explaining the import process for FBX files in Godot via FBX2glTF
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.. seealso::
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The full installation process for using FBX in Godot is described on the
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The full installation process for using FBX2glTF in Godot is described on the
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`FBX import page of the Godot website <https://godotengine.org/fbx-import>`__.
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@@ -157,6 +157,21 @@ exported from other tools such as Maya.
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Universal** and **Embed as Uncompressed** keeps the textures embedded in the
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imported scene, with and without VRAM compression respectively.
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**FBX**
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- **Importer** Which import method is used. ubfx handles fbx files as fbx files.
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FBX2glTF converts FBX files to glTF on import and requires additonal setup.
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FBX2glTF is not recommended unless you have a specific rason to use it over
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ufbx or working with a different file format.
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- **Allow Geometry Helper Nodes** enables or disables geometry helper nodes
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- **Embedded Texture Handling:** Controls how textures embedded within fbx
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scenes should be handled. **Discard All Textures** will not import any
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textures, which is useful if you wish to manually set up materials in Godot
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instead. **Extract Textures** extracts textures to external images, resulting
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in smaller file sizes and more control over import options. **Embed as Basis
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Universal** and **Embed as Uncompressed** keeps the textures embedded in the
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imported scene, with and without VRAM compression respectively.
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Using the Advanced Import Settings dialog
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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