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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.
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@@ -13,10 +13,10 @@ transferred as close as possible.
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Godot supports the following 3D *scene file formats*:
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* glTF 2.0. Godot has full support for text and binary formats.
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* glTF 2.0 **(recommended)**. Godot has full support for both text (``.gltf``) and binary (``.glb``) formats.
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* DAE (COLLADA), an older format that is fully supported.
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* OBJ (Wavefront) formats. It is also fully supported, but pretty limited (no support for pivots, skeletons, etc).
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* ESCN, a Godot specific format that Blender can export with a plugin.
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* OBJ (Wavefront) format + their MTL material files. This is also fully supported, but pretty limited (no support for pivots, skeletons, animations, PBR materials, ...).
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* ESCN, a Godot-specific format that Blender can export with a plugin.
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* FBX, supported via the Open Asset Import library. However, FBX is proprietary, so we recommend using other formats
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listed above, if suitable for your workflow.
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@@ -79,6 +79,36 @@ experimental.
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The ESCN exporter has a detailed `document <escn_exporter/index.html>`__ describing
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its functionality and usage.
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Exporting textures separately
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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While textures can be exported with a model in certain file formats, such as glTF 2.0, you can also export them
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separately. Godot uses PBR (physically based rendering) for its materials, so if a texturing program can export PBR
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textures, they can work in Godot. This includes the `Substance suite <https://www.substance3d.com/>`__,
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`ArmorPaint (open source) <https://armorpaint.org/>`__, and `Material Maker (open source) <https://github.com/RodZill4/material-maker>`__.
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.. note:: For more information on Godot's materials, see :ref:`doc_spatial_material`.
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Exporting considerations
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~~~~~~~~~~~~~~~~~~~~~~~~
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Since GPUs can only render triangles, meshes that contain quads or N-gons have
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to be *triangulated* before they can be rendered. Godot can triangulate meshes
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on import, but results may be unpredictable or incorrect, especially with
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N-gons. Regardless of the target application, triangulating *before* exporting
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the scene will lead to more consistent results and should be done whenever
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possible.
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To avoid issues with incorrect triangulation after importing in Godot, it is
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recommended to make the 3D DCC triangulate objects on its own. In Blender, this
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can be done by adding a Triangulate modifier to your objects and making sure
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**Apply Modifiers** is checked in the export dialog. Alternatively, depending on
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the exporter, you may be able to find and enable a **Triangulate Faces** option
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in the export dialog.
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To avoid issues with 3D selection in the editor, it is recommended to apply the
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object transform in the 3D DCC before exporting the scene.
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Import workflows
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----------------
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