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Updated import_3d (markdown)
18
import_3d.md
18
import_3d.md
@@ -14,6 +14,22 @@ This allows for some interesting features:
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This is achieved by using a very simple language tag that will be explained in detail later.
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## Exporting DAE Files
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### Why not FBX?
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Most game engines use the FBX format for importing 3D scenes, which is definitely one of the most standardized in the industry. However, this format requires the use of a closed library from Autodesk which is distributed with a more restrictive licensing terms than Godot. The plan is, sometime in the future, to implement an external conversion binary, but meanwhile FBX is not really supported.
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### Exporting DAE files from Maya and 3DS Max
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Autodesk added built-in collada support to Maya and 3DS Max, but It's really broken and should not be used. The best way to export this format is by using the [OpenCollada](https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools) plugins. They work really well, although they are not always up-to date with the latest version of the software.
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### Exporting DAE files from Blender
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Blender also has built-in collada support, but It's really broken and should not be used either.
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Godot provides a [Python Plugin](https://github.com/okamstudio/godot/tree/master/tools/export/blender25) that will do a much better job at exporting the scenes.
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## The Import Process
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Import process begins with the 3D scene import menu:
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@@ -188,4 +204,4 @@ In general, if the user deletes anything from the imported scene (node, mesh, ma
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#### Fresh Re-Import
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It can also happen that the source asset changed beyond recognition and a full fresh re-import is desired. If so, simply re-open the 3d scene import dialog from the Import -> Re-Import menu and perform re-import.
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It can also happen that the source asset changed beyond recognition and a full fresh re-import is desired. If so, simply re-open the 3d scene import dialog from the Import -> Re-Import menu and perform re-import.
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