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made a few fixes to the 'import scenes' doc file to clean up some language errors and make the doc easier to follow

eluadyl 7 years ago
parent
commit
8ac216a74f
1 changed files with 21 additions and 21 deletions
  1. 21 21
      learning/workflow/assets/importing_scenes.rst

+ 21 - 21
learning/workflow/assets/importing_scenes.rst

@@ -42,12 +42,12 @@ with the latest version of the software.
 Exporting DAE files from Blender
 Exporting DAE files from Blender
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
-Blender also has built-in collada support, but it's also broken and
-should not be used either.
+Blender has built-in collada support too, but it's also broken and
+should not be used.
 
 
 Godot provides a `Python
 Godot provides a `Python
 Plugin <https://github.com/godotengine/collada-exporter>`__
 Plugin <https://github.com/godotengine/collada-exporter>`__
-that will do a much better job at exporting the scenes.
+that will do a much better job of exporting the scenes.
 
 
 Import workflows
 Import workflows
 ----------------
 ----------------
@@ -55,9 +55,9 @@ Import workflows
 Godot scene importer allows different workflows regarding how data is imported. Depending on many options, it is possible to
 Godot scene importer allows different workflows regarding how data is imported. Depending on many options, it is possible to
 import a scene with:
 import a scene with:
 
 
-* Extenal materials (default): Where each material is saved to a file resource. Modifications to them are kept.
+* External materials (default): Where each material is saved to a file resource. Modifications to them are kept.
 * External meshes: Where each mesh is saved to a different file. Many users prefer to deal with meshes directly.
 * External meshes: Where each mesh is saved to a different file. Many users prefer to deal with meshes directly.
-* External animations: Allowing animations saved to be modified and merged when sources change.
+* External animations: Allowing saved animations to be modified and merged when sources change.
 * External scenes: Save the root nodes of the imported scenes each as a separate scene.
 * External scenes: Save the root nodes of the imported scenes each as a separate scene.
 * Single Scene: A single scene file with everything built in.
 * Single Scene: A single scene file with everything built in.
 
 
@@ -78,7 +78,7 @@ Nodes:
 Root Type
 Root Type
 ^^^^^^^^^
 ^^^^^^^^^
 
 
-By default the type of the root node in imported scenes is "Spatial", but this can be modified.
+By default, the type of the root node in imported scenes is "Spatial", but this can be modified.
 
 
 Root Name
 Root Name
 ^^^^^^^^^
 ^^^^^^^^^
@@ -88,9 +88,9 @@ Allows setting a specific name to the generated root node.
 Custom Script
 Custom Script
 ^^^^^^^^^^^^^
 ^^^^^^^^^^^^^
 
 
-A special script to process the whole scene after imported can be provided. 
+A special script to process the whole scene after import can be provided. 
 This is great for post processing, changing materials, doing funny stuff
 This is great for post processing, changing materials, doing funny stuff
-with the geometry, etc.
+with the geometry etc.
 
 
 Create a script that basically looks like this:
 Create a script that basically looks like this:
 
 
@@ -110,7 +110,7 @@ will finally be used must be returned. It can be a different one.
 Storage
 Storage
 ^^^^^^^
 ^^^^^^^
 
 
-By default Godot imports a single scene. This option allows specifying
+By default, Godot imports a single scene. This option allows specifying
 that nodes below the root will each be a separate scene and instanced
 that nodes below the root will each be a separate scene and instanced
 into the imported one. 
 into the imported one. 
 
 
@@ -129,9 +129,9 @@ on each node.
 Storage
 Storage
 ^^^^^^^
 ^^^^^^^
 
 
-Materials can be stored within the scene or in external files. By default
+Materials can be stored within the scene or in external files. By default,
 they are stored in external files so editing them is possible. This is because
 they are stored in external files so editing them is possible. This is because
-most 3D DCCs don't have the same material options that are present in Godot.
+most 3D DCCs don't have the same material options as those present in Godot.
 
 
 When materials are built-in, they will be lost each time the source scene
 When materials are built-in, they will be lost each time the source scene
 is modified and re-imported.
 is modified and re-imported.
@@ -147,7 +147,7 @@ Compress
 ^^^^^^^^
 ^^^^^^^^
 
 
 Makes meshes compact 3D vertices to more efficient data types for rendering.
 Makes meshes compact 3D vertices to more efficient data types for rendering.
-In few cases, this might lead to precision loss so disabling this option
+In few cases, this might lead to loss of precision so disabling this option
 is allowed.
 is allowed.
 
 
 Meshes
 Meshes
@@ -164,8 +164,8 @@ the exporter.
 Storage
 Storage
 ^^^^^^^
 ^^^^^^^
 
 
-Meshes can be stored in separate files (resources) instead of built in. This does
-not have much practical use unless wanting to build objects with them directly.
+Meshes can be stored in separate files (resources) instead of built-in. This does
+not have much practical use unless one wants to build objects with them directly.
 
 
 This option is provided to help those who prefer working directly with meshes
 This option is provided to help those who prefer working directly with meshes
 instead of scenes.
 instead of scenes.
@@ -173,15 +173,15 @@ instead of scenes.
 External Files
 External Files
 ~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~
 
 
-Generated meshes and materials can be optionally, stored in a subdirectory with the
+Generated meshes and materials can be optionally stored in a subdirectory with the
 name of the scene.
 name of the scene.
 
 
 Animation Options
 Animation Options
 ------------------
 ------------------
 
 
-Godot provides many options regarding how animation data is deal with. Some exporters
+Godot provides many options regarding how animation data is dealt with. Some exporters
 (such as Blender), can generate many animations in a single file. Others, such as
 (such as Blender), can generate many animations in a single file. Others, such as
-3DS Max or Maya, need many animatiosn put into the same timeline or, at worse, put
+3DS Max or Maya, need many animations put into the same timeline or, at worst, put
 each animation in a separate file.
 each animation in a separate file.
 
 
 .. image:: /img/scene_import3.png
 .. image:: /img/scene_import3.png
@@ -211,20 +211,20 @@ allows adding custom tracks to the animations and keeping them after a reimport.
 Animation : Optimizer
 Animation : Optimizer
 ~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~
 
 
-When animations are imported, an optimizer is run which reduces considerable the size of the animation.
-In general this should always be turned on unless you suspect that an animation might be broken due to it being enabled.
+When animations are imported, an optimizer is run which reduces the size of the animation considerably.
+In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled.
 
 
 Animation : Clips
 Animation : Clips
 ~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~
 
 
 It is possible to specify multiple animations from a single timeline as clips. Just specify from which frame to which frame each
 It is possible to specify multiple animations from a single timeline as clips. Just specify from which frame to which frame each
-clip must be taken from (and, of course, don't forget to specify the FPS option above)
+clip must be taken (and, of course, don't forget to specify the FPS option above).
 
 
 Scene Inheritance
 Scene Inheritance
 -----------------
 -----------------
 
 
 In many cases, it may be desired to do modifications to the imported scene. By default, this is not really possible because
 In many cases, it may be desired to do modifications to the imported scene. By default, this is not really possible because
-if the source asset changes (source .dae,.gltf,.obj file re-exported from 3D modelling app) Godot will re-import the whole scene.
+if the source asset changes (source .dae,.gltf,.obj file re-exported from 3D modelling app), Godot will re-import the whole scene.
 
 
 It is possible, however, to do local modifications by using *Scene Inheritance*. Just try to open the imported scene and the
 It is possible, however, to do local modifications by using *Scene Inheritance*. Just try to open the imported scene and the
 following dialog will appear:
 following dialog will appear: