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120 lines
4.6 KiB
HTML
120 lines
4.6 KiB
HTML
---
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permalink: /fbx-import/index.html
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title: "FBX Import"
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description: "How to enable importing of FBX scenes in Godot"
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layout: default
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---
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{% include header.html %}
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<div class="head">
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<div class="container flex eqsize" style="flex-direction: column">
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<div class="main">
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<h1 class="intro-title">FBX support in Godot</h1>
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</div>
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</div>
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</div>
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<div class="container">
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<p>
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<em>The information on this page only pertains to Godot 4.0 and later. Godot 3.x does not have support for using FBX2glTF directly, but you can use it as a command line tool to convert scenes before placing the converted glTF file in the Godot project folder.</em>
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</p>
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<hr>
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<p>
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<a href="https://en.wikipedia.org/wiki/FBX">FBX</a> is a popular proprietary
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3D interchange format from Autodesk. It is often used in game engines to allow
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importing 3D scenes created using software such as Blender, Maya or 3DS Max.
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</p>
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<p>
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Godot does not include an FBX importer in its editor code, as doing so would
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require linking against a proprietary SDK. Relying on reverse engineering was
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<a href="https://godotengine.org/article/fbx-importer-rewritten-for-godot-3-2-4">attempted in the past</a>,
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but it turned out to be too unreliable.
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</p>
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<p>
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However, thanks to a tool known as FBX2glTF, <strong>it is still possible to import
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FBX scenes to Godot</strong> in a transparent manner. But first…
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</p>
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<h3 class="title">Consider using glTF 2.0 instead</h3>
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<p>
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<a href="https://en.wikipedia.org/wiki/GlTF">glTF</a> is an open 3D
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interchange format. Unlike FBX, it has many open source implementations
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available and is supported out of the box in Godot.
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</p>
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<p>
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We recommend using glTF over FBX for several reasons:
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<ul>
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<li>glTF is better supported in open source 3D software such as Blender.</li>
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<li>
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glTF import is integrated in the Godot editor. This way, team members
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working on your project don't need to install external tools before they
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can start working on the project.
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</li>
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<li>
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If you use headless exporting (continuous integration) for your project,
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you don't need to install external tools before you can export the
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project.
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</li>
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<li>
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If you use the Android or HTML5 editor, you can import glTF scenes, but
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not FBX scenes as these platforms don't allow running arbitrary external
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executables.
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</li>
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<li>
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If you use a device on a non-x86 architecture, you can import glTF scenes,
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but not FBX scenes as the Autodesk FBX SDK is only available for x86
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architectures.
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</li>
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<li>
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glTF is an open standard. Unlike FBX, it doesn't force other software to
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link against a proprietary SDK to reliably import 3D scenes.
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</li>
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</ul>
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<p>
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See <a href="https://godotengine.org/article/we-should-all-use-gltf-20-export-3d-assets-game-engines">this article</a> for more information.
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</p>
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<h3 class="title"">Download FBX2glTF</h3>
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<p><strong>
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By downloading FBX2glTF, you accept the
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<a href="https://github.com/godotengine/FBX2glTF/releases/latest/download/FBX-SDK-License.rtf">Autodesk LICENSE AND SERVICES AGREEMENT for Autodesk FBX SDK 2020</a>
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as FBX2glTF includes this proprietary FBX SDK.
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</strong></p>
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<p>
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<a href="https://github.com/facebookincubator/FBX2glTF">Upstream FBX2glTF</a> is not maintained anymore, so the <a href="https://github.com/godotengine/FBX2glTF">Godot Engine fork of FBX2glTF</a>
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must be used instead.
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</p>
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<p>
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Here are download links for the latest version of Godot Engine's FBX2glTF fork:
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</p>
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<div style="margin: 2rem 0">
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<a href="https://github.com/godotengine/FBX2glTF/releases/latest/download/FBX2glTF-windows-x86_64.zip" class="btn btn-default" style="margin: 0 0.5rem; white-space: nowrap">
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Windows (x86_64)
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</a>
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<a href="https://github.com/godotengine/FBX2glTF/releases/latest/download/FBX2glTF-macos-x86_64.zip" class="btn btn-default" style="margin: 0 0.5rem; white-space: nowrap">
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macOS (x86_64)
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</a>
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<a href="https://github.com/godotengine/FBX2glTF/releases/latest/download/FBX2glTF-linux-x86_64.zip" class="btn btn-default" style="margin: 0 0.5rem; white-space: nowrap">
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Linux (x86_64)
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</a>
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</div>
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<p>
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The macOS x86_64 binary can be used with an ARM Godot editor binary. In this
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case, macOS will automatically use Rosetta when running FBX2glTF. Creating an
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universal macOS binary (x86_64 + ARM) for FBX2glTF is planned in the future.
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</p>
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<p>
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There are no plans to support the Android and HTML5 editor with FBX import, as
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those platforms don't allow executing arbitrary external programs.<br>
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For Android and HTML5, you can use FBX2glTF on another device then save the
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converted glTF file.
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</p>
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</div>
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{% include footer.html %}
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