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