mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
Fix typos in 'Importing 3D scenes' page
This commit is contained in:
@@ -163,7 +163,7 @@ These are:
|
||||
|
||||
Additional info:
|
||||
* UV2 = The second UV channel for detail textures and baked lightmap textures.
|
||||
* Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertecies and normals.
|
||||
* Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertices and normals.
|
||||
|
||||
In some cases, this might lead to loss of precision so disabling this option
|
||||
may be needed. For instance, if a mesh is very big or there are multiple meshes
|
||||
@@ -208,33 +208,33 @@ each animation in a separate file.
|
||||
|
||||
Import of animations is enabled by default.
|
||||
|
||||
Animation : FPS
|
||||
FPS
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
Most 3D export formats store animation timeline in seconds instead of frames. To ensure
|
||||
animations are imported as faithfully as possible, please specify the frames per second
|
||||
used to edit them. Failing to do this may result in minimal jitter.
|
||||
|
||||
Animation : Filter Script
|
||||
Filter Script
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
It is possible to specify a filter script in a special syntax to decide which tracks from which
|
||||
animations should be kept. (@TODO this needs documentation)
|
||||
|
||||
Animation : Storage
|
||||
Storage
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
By default, animations are saved as built-in. It is possible to save them to a file instead. This
|
||||
allows adding custom tracks to the animations and keeping them after a reimport.
|
||||
|
||||
|
||||
Animation : Optimizer
|
||||
Optimizer
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
When animations are imported, an optimizer is run which reduces the size of the animation considerably.
|
||||
In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled.
|
||||
|
||||
Animation : Clips
|
||||
Clips
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
It is possible to specify multiple animations from a single timeline as clips. Just specify from which frame to which frame each
|
||||
@@ -252,6 +252,7 @@ following dialog will appear:
|
||||
.. image:: img/scene_import4.png
|
||||
|
||||
In inherited scenes, the only limitations for modifications are:
|
||||
|
||||
* Nodes can't be removed (but can be added anywhere).
|
||||
* Sub-Resources can't be edited (save them externally as described above for this)
|
||||
|
||||
@@ -261,6 +262,7 @@ Import Hints
|
||||
------------
|
||||
|
||||
Many times, when editing a scene, there are common tasks that need to be done after exporting:
|
||||
|
||||
* Adding collision detection to objects:
|
||||
* Setting objects as navigation meshes
|
||||
* Deleting nodes that are not used in the game engine (like specific lights used for modelling)
|
||||
@@ -314,6 +316,6 @@ removed.
|
||||
Rigid Body (-rigid)
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Creates a rigid body from this mesh
|
||||
Creates a rigid body from this mesh.
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user