Merge pull request #11219 from Calinou/import-configuration-blender

Document Blender-specific 3D scene import options in Import configuration
This commit is contained in:
Max Hilbrunner
2025-08-21 01:20:32 +02:00
committed by GitHub

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@@ -174,6 +174,76 @@ exported from other tools such as Maya.
Universal** and **Embed as Uncompressed** keeps the textures embedded in the
imported scene, with and without VRAM compression respectively.
**Blender-specific options**
Only visible for ``.blend`` files.
**Nodes**
- **Visible:** **All** imports everything, even invisible objects. **Visible Only**
only imports visible objects. **Renderable** only imports objects that are marked
as renderable in Blender, regardless of whether they are actually visible.
In Blender, renderability is toggled by clicking the camera icon next to each object
in the Outliner, while visibility is toggled by the eye icon.
- **Active Collection Only:** If checked, only imports nodes that are in the active collection
in Blender.
- **Punctual Lights:** If checked, imports lights (directional, omni, and spot) from Blender.
"Punctual" is not to be confused with "positional", which is why directional lights
are also included.
- **Cameras:** If checked, imports cameras from Blender.
- **Custom Properties:** If checked, imports custom properties from Blender as glTF extras.
This data can then be used from an editor plugin that uses
:ref:`GLTFDocument.register_gltf_document_extension() <class_GLTFDocument_method_register_gltf_document_extension>`,
which can set node metadata on import (among other use cases).
- **Modifiers:** If set to **No Modifiers**, object modifiers are ignored on import.
If set to **All Modifiers**, applies modifiers to objects on import.
**Meshes**
- **Colors:** If checked, imports vertex colors from Blender.
- **UVs:** If checked, imports vertex UV1 and UV2 from Blender.
- **Normals:** If checked, imports vertex normals from Blender.
- **Export Geometry Nodes Instances:** If checked, imports
`geometry node <https://docs.blender.org/manual/en/latest/modeling/geometry_nodes/introduction.html>`__
instances from Blender.
- **Tangents:** If checked, imports vertex tangents from Blender.
- **Skins:** **None** skips skeleton skin data import from Blender. **4 Influences (Compatible)**
imports skin data to be compatible with all renderers, at the cost of lower precision
for certain rigs. **All Influences** imports skin data with all influences
(up to 8 in Godot), which is more precise but may not be compatible with all renderers.
- **Export Bones Deforming Mesh Only:** If checked, only imports bones that deform the mesh
from Blender.
**Materials**
- **Unpack Enabled:** If checked, unpacks the original images to the Godot filesystem
and uses them. This allows changing image import settings like VRAM compression.
If unchecked, allows Blender to convert the original images, such as repacking
roughness and metallic into one roughness + metallic texture. In most cases,
this option should be left checked, but if the ``.blend`` file's images
aren't in the correct format, this must be disabled for correct behavior.
- **Export Materials:** If set to **Placeholder**, does not import materials,
but keeps surface slots so that separate materials can be assigned to different surfaces.
If set to **Export**, imports materials as-is (note that procedural Blender materials
may not work correctly). If set to **Named Placeholder**, imports materials,
but doesn't import images that are packed into the ``.blend`` file.
Textures will have to be reassigned manually in the imported materials.
**Animation**
- **Limit Playback:** If checked, limits animation import to the playback range
defined in Blender (the **Start** and **End** options at the right of the animation timeline
in Blender). This can avoid including unused animation data, making the imported scene smaller
and faster to load. However, this can also result in missing animation data if the playback range
is not set correctly in Blender.
- **Always Sample:** If checked, forces animation sampling on import to ensure consistency
between how Blender and glTF perform animation interpolation, at the cost of larger file sizes.
If unchecked, there may be differences in how animations are interpolated between what you see
in Blender and the imported scene in Godot, due to different interpolation semantics
between both.
- **Group Tracks:** If checked, imports animations (actives and on NLA tracks) as
separate tracks. If unchecked, all the currently assigned actions become one glTF animation.
.. _doc_importing_3d_scenes_import_script:
Using import scripts for automation