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+.. _doc_importing_3d_scenes:
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+
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+Importing 3D Scenes
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+==================
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+
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+Godot Scene Importer
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+--------------------
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+
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+When dealing with 3D assets, Godot has a very flexible and configurable asset pipeline. While the defaults may be
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+enough for most users.
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+
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+Godot mainly works with *scenes*. By default, it can import *scene files* in GLTF2.0, DAE (Collada), and OBJ (Wavefront) formats.
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+Just copy the scene file together with the texture to the project repository, and Godot will do a full import.
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+
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+Why not FBX?
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+~~~~~~~~~~~~
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+
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+Most game engines use the FBX format for importing 3D scenes, which is
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+definitely one of the most standardized in the industry. However, this
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+format requires the use of a closed library from Autodesk which is
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+distributed with a more restrictive licensing terms than Godot. The plan
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+is, sometime in the future, to implement an external conversion binary,
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+but meanwhile FBX is not supported.
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+
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+Exporting DAE files from Maya and 3DS Max
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+Autodesk added built-in collada support to Maya and 3DS Max, but it's
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+really broken and should not be used. The best way to export this format
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+is by using the
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+`OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`__
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+plugins. They work really well, although they are not always up-to date
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+with the latest version of the software.
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+
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+Exporting DAE files from Blender
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+Blender also has built-in collada support, but it's really broken and
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+should not be used either.
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+
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+Godot provides a `Python
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+Plugin <https://github.com/godotengine/collada-exporter>`__
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+that will do a much better job at exporting the scenes.
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+
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+Import workflows
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+----------------
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+
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+Godot scene importer allows different workflows regarding how data is imported. Depending on many options, it is possible to
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+import a scene with:
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+
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+* Extenal materials (default): Where each material is saved to a file resource. Modifications to them are kept.
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+* External meshes: Where each mesh is saved to a different file. Many users prefer to deal with meshes directly.
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+* External animations: Allowing animations saved to be modified and merged when sources change.
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+* External scenes: Save the root nodes of the imported scenes each as a separate scene.
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+* Single Scene: A single scene file with everything built in.
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+
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+.. image:: /img/scene_import1.png
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+
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+As different developers have different needs, this import process is highly customizable.
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+
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+Import Options
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+---------------
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+
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+The importer has several options, which will be discussed below:
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+
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+.. image:: /img/scene_import2.png
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+
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+Nodes : Root Type
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+^^^^^^^^^^^^^^^^^
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+
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+By default the type of the root node in imported scenes is "Spatial", but this can be modified.
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+
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+Nodes : Root Name
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+^^^^^^^^^^^^^^^^^
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+
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+Allows setting a specific name to the generated root node.
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+
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+Nodes : Custom Script
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+^^^^^^^^^^^^^^^^^^^^^
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+
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+A special script to process the whole scene after imported can be provided.
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+This is great for post processing, changing materials, doing funny stuff
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+with the geometry, etc.
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+
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+Create a script that basically looks like this:
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+
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+::
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+
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+ tool # needed so it runs in editor
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+ extends EditorScenePostImport
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+
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+ func post_import(scene):
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+ # do your stuff here
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+ return scene # remember to return the imported scene
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+
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+The post-import function takes the imported scene as argument (the
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+parameter is actually the root node of the scene). The scene that
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+will finally be used must be returned. It can be a different one.
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+
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+Nodes : Storage
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+^^^^^^^^^^^^^^^
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+
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+By default Godot imports a single scene. This option allows specifying
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+that nodes below the root will each be a separate scene and instanced
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+into the imported one.
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+
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+Of course, instancing such imported scenes in other places manually works too.
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+
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+
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+Materials : Location
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+^^^^^^^^^^^^^^^^^^^^
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+
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+Godot supports materials in meshes or nodes. By default, materials will be put
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+on each node.
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+
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+Materials : Storage
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+^^^^^^^^^^^^^^^^^^^
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+
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+Materials can be stored within the scene or in external files. By default
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+they are stored in external files so editing them is possible. This is because
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+most 3D DCCs don't have the same material options that are present in Godot.
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+
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+When materials are built-in, they will be lost each time the source scene
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+is modified and re-imported.
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+
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+Materials : Keep on Reimport
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+Once materials are edited to use Godot features, the importer will keep the
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+edited ones and ignore the ones coming from the source scene. This option
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+is only present if materials are saved as files.
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+
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+Meshes : Compress
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+^^^^^^^^^^^^^^^^^
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+
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+Makes meshes compact 3D vertices to more efficient data types for rendering.
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+In few cases, this might lead to precision loss so disabling this option
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+is allowed.
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+
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+Meshes : Ensure Tangents
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+^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+If textures with normalmapping are to be used, meshes need to have tangent arrays.
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+This option ensures that these are generated if not present in the source scene.
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+Godot uses Mikktspace for this, but it's always better to have them generated in
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+the exporter.
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+
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+Meshes : Storage
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+^^^^^^^^^^^^^^^^
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+
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+Meshes can be stored in separate files (resources) instead of built in. This does
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+not have much practical use unless wanting to build objects with them directly.
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+
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+This option is provided to help those who prefer working directly with meshes
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+instead of scenes.
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+
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+External Files : Store in Subdir
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+Generated meshes and materials can be optionally, stored in a subdirectory with the
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+name of the scene.
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+
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+Animation Options
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+-----------------
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+
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+Godot provides many options regarding how animation data is deal with. Some exporters
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+(such as Blender), can generate many animations in a single file. Others, such as
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+3DS Max or Maya, need many animatiosn put into the same timeline or, at worse, put
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+each animation in a separate file.
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+
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+.. image:: /img/scene_import3.png
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+
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+Import of animations is enabled by default.
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+
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+Animation : FPS
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+~~~~~~~~~~~~~~~
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+
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+Most 3D export formats store animation timeline in seconds instead of frames. To ensure
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+animations are imported as faithfully as possible, please specify the frames per second
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+used to edit them. Failing to do this may result in minimal jitter.
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+
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+Animation : Filter Script
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+~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+It is possible to specify a filter script in a special syntax to decide which tracks from which
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+animations should be kept. (@TODO this needs documentation)
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+
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+Animation : Storage
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+~~~~~~~~~~~~~~~~~~~
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+
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+By default, animations are saved as built-in. It is possible to save them to a file instead. This
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+allows adding custom tracks to the animations and keeping them after a reimport.
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+
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+
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+Animation : Optimizer
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+~~~~~~~~~~~~~~~~~~~~~
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+
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+When animations are imported, an optimizer is run which reduces considerable the size of the animation.
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+In general this should always be turned on unless you suspect that an animation might be broken due to it being enabled.
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+
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+Animation : Clips
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+~~~~~~~~~~~~~~~~~~~~~
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+
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+It is possible to specify multiple animations from a single timeline as clips. Just specify from which frame to which frame each
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+clip must be taken from (and, of course, don't forget to specify the FPS option above)
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+
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+Scene Inheritance
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+-----------------
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+
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+In many cases, it may be desired to do modifications to the imported scene. By default, this is not really possible because
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+if the source asset changes (source .dae,.gltf,.obj file re-exported from 3D modelling app) Godot will re-import the whole scene.
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+
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+It is possible, however, to do local modifications by using *Scene Inheritance*. Just try to open the imported scene and the
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+following dialog will appear:
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+
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+.. image:: /img/scene_import4.png
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+
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+In inherited scenes, the only limitations for modifications are:
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+* Nodes can't be removed (but can be added anywhere).
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+* Sub-Resources can't be edited (save them externally as described above for this)
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+
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+Other than that, everything is allowed!
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+
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+Import Hints
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+------------
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+
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+Many times, when editing a scene, there are common tasks that need to be done after exporting:
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+* Adding collision detection to objects:
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+* Setting objects as navigation meshes
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+* Deleting nodes that are not used in the game engine (like specific lights used for modelling)
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+
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+To simplify this workflow, Godot offers a few suffixes that can be added to the names of the
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+objects in your 3D modelling software. When imported, Godot will detect them and perform
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+actions automatically:
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+
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+Remove nodes (-noimp)
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+^^^^^^^^^^^^^^^^^^^^^
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+
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+Node names that have this suffix will be removed at import time, mo
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+matter what their type is. They will not appear in the imported scene.
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+
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+Create collisions (-col, -colonly)
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+Option "-col" will work only for Mesh nodes. If it is detected, a child
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+static collision node will be added, using the same geometry as the mesh.
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+
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+However, it is often the case that the visual geometry is too complex or
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+too un-smooth for collisions, which ends up not working well.
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+
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+To solve this, the "-colonly" modifier exists, which will remove the mesh upon
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+import and create a :ref:`class_staticbody` collision instead.
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+This helps the visual mesh and actual collision to be separated.
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+
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+Option "-colonly" can be also used with Blender's empty objects.
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+On import it will create a :ref:`class_staticbody` with
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+collision node as a child. Collision node will have one of predefined shapes,
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+depending on the Blender's empty draw type:
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+
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+.. image:: /img/3dimp_BlenderEmptyDrawTypes.png
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+
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+- Single arrow will create :ref:`class_rayshape`
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+- Cube will create :ref:`class_boxshape`
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+- Image will create :ref:`class_planeshape`
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+- Sphere (and other non-listed) will create :ref:`class_sphereshape`
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+
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+For better visibility in Blender's editor user can set "X-Ray" option on collision
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+empties and set some distinct color for them in User Preferences / Themes / 3D View / Empty.
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+
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+Create navigatopm (-navmesh)
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+A mesh node with this suffix will be converted to a navigation mesh. Original Mesh node will be
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+removed.
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+
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+Create navigatopm (-rigid)
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+Creates a rigid body from this mesh
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+
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+
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