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@@ -42,12 +42,12 @@ with the latest version of the software.
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Exporting DAE files from Blender
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Exporting DAE files from Blender
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-Blender also has built-in collada support, but it's also broken and
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-should not be used either.
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+Blender has built-in collada support too, but it's also broken and
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+should not be used.
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Godot provides a `Python
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Godot provides a `Python
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Plugin <https://github.com/godotengine/collada-exporter>`__
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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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+that will do a much better job of exporting the scenes.
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Import workflows
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Import workflows
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----------------
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----------------
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@@ -55,9 +55,9 @@ Import workflows
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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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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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import a scene with:
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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 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 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 animations: Allowing saved animations 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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* 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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* Single Scene: A single scene file with everything built in.
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@@ -78,7 +78,7 @@ Nodes:
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Root Type
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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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+By default, the type of the root node in imported scenes is "Spatial", but this can be modified.
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Root Name
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Root Name
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^^^^^^^^^
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^^^^^^^^^
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@@ -88,9 +88,9 @@ Allows setting a specific name to the generated root node.
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Custom Script
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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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+A special script to process the whole scene after import can be provided.
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This is great for post processing, changing materials, doing funny stuff
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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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+with the geometry etc.
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Create a script that basically looks like this:
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Create a script that basically looks like this:
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@@ -110,7 +110,7 @@ will finally be used must be returned. It can be a different one.
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Storage
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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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+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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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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into the imported one.
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@@ -129,9 +129,9 @@ on each node.
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Storage
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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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+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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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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+most 3D DCCs don't have the same material options as those present in Godot.
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When materials are built-in, they will be lost each time the source scene
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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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is modified and re-imported.
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@@ -147,7 +147,7 @@ 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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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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+In few cases, this might lead to loss of precision so disabling this option
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is allowed.
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is allowed.
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Meshes
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Meshes
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@@ -164,8 +164,8 @@ the exporter.
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Storage
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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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+Meshes can be stored in separate files (resources) instead of built-in. This does
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+not have much practical use unless one wants to build objects with them directly.
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This option is provided to help those who prefer working directly with meshes
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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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instead of scenes.
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@@ -173,15 +173,15 @@ instead of scenes.
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External Files
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External Files
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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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+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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name of the scene.
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Animation Options
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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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+Godot provides many options regarding how animation data is dealt 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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(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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+3DS Max or Maya, need many animations put into the same timeline or, at worst, put
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each animation in a separate file.
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each animation in a separate file.
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.. image:: /img/scene_import3.png
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.. image:: /img/scene_import3.png
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@@ -211,20 +211,20 @@ allows adding custom tracks to the animations and keeping them after a reimport.
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Animation : Optimizer
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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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+When animations are imported, an optimizer is run which reduces the size of the animation considerably.
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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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Animation : Clips
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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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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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+clip must be taken (and, of course, don't forget to specify the FPS option above).
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Scene Inheritance
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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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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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+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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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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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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following dialog will appear:
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