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Update available 3D formats page

skyace65 6 months ago
parent
commit
17ee37ddd4

+ 8 - 17
tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst

@@ -34,17 +34,12 @@ Exporting glTF 2.0 files from Blender (recommended)
 There are 3 ways to export glTF files from Blender:
 There are 3 ways to export glTF files from Blender:
 
 
 - As a glTF binary file (``.glb``).
 - As a glTF binary file (``.glb``).
-- As a glTF text-based file with embedded binary data (``.gltf`` file)
 - As a glTF text-based file with separate binary data and textures (``.gltf``
 - As a glTF text-based file with separate binary data and textures (``.gltf``
   file + ``.bin`` file + textures).
   file + ``.bin`` file + textures).
 
 
-glTF binary files (``.glb``) are the smallest of the three options. They include
-the mesh and textures set up in Blender. When brought into Godot the textures
-are part of the object's material file.
-
-glTF embedded files (``.gltf``) function the same way as binary files. They
-don't provide extra functionality in Godot, and shouldn't be used since they
-have a larger file size.
+glTF binary files (``.glb``) are the smaller option. They include the mesh and
+textures set up in Blender. When brought into Godot the textures are part of the
+object's material file.
 
 
 There are two reasons to use glTF with the textures separate. One is to have the
 There are two reasons to use glTF with the textures separate. One is to have the
 scene description in a text based format and the binary data in a separate
 scene description in a text based format and the binary data in a separate
@@ -108,9 +103,8 @@ Importing ``.blend`` files directly within Godot
     This avoids any issues related to packaging, such as different library
     This avoids any issues related to packaging, such as different library
     versions that can cause incompatibilities or sandboxing restrictions.
     versions that can cause incompatibilities or sandboxing restrictions.
 
 
-From Godot 4.0 onwards, the editor can directly import ``.blend`` files by
-calling `Blender <https://www.blender.org/>`__'s glTF export functionality in a
-transparent manner.
+The editor can directly import ``.blend`` files by calling `Blender <https://www.blender.org/>`__'s
+glTF export functionality in a transparent manner.
 
 
 This allows you to iterate on your 3D scenes faster, as you can save the scene
 This allows you to iterate on your 3D scenes faster, as you can save the scene
 in Blender, alt-tab back to Godot then see your changes immediately. When
 in Blender, alt-tab back to Godot then see your changes immediately. When
@@ -154,11 +148,8 @@ Blender has built-in COLLADA support, but it does not work properly for the
 needs of game engines and shouldn't be used as-is. However, scenes exported with
 needs of game engines and shouldn't be used as-is. However, scenes exported with
 the built-in Collada support may still work for simple scenes without animation.
 the built-in Collada support may still work for simple scenes without animation.
 
 
-For complex scenes or scenes that contain animations, Godot provides a
-`Blender plugin <https://github.com/godotengine/collada-exporter>`_
-that will correctly export COLLADA scenes for use in Godot. This plugin is
-not maintained or supported in Godot 4.x, but may still work depending on your
-Godot and Blender versions.
+For complex scenes or scenes that contain animations it is highly recommend to use
+glTF instead.
 
 
 Importing OBJ files in Godot
 Importing OBJ files in Godot
 ----------------------------
 ----------------------------
@@ -179,7 +170,7 @@ There are 2 ways to use OBJ meshes in Godot:
 
 
     Blender 3.4 and later can export RGB vertex colors in OBJ files (this is a
     Blender 3.4 and later can export RGB vertex colors in OBJ files (this is a
     nonstandard extension of the OBJ format). Godot is able to import those
     nonstandard extension of the OBJ format). Godot is able to import those
-    vertex colors since Godot 4.0, but they will not be displayed on the
+    vertex colors, but they will not be displayed on the
     material unless you enable **Vertex Color > Use As Albedo** on the material.
     material unless you enable **Vertex Color > Use As Albedo** on the material.
 
 
     Vertex colors from OBJ meshes keep their original color space once imported
     Vertex colors from OBJ meshes keep their original color space once imported