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@@ -14,8 +14,9 @@ transferred as close as possible.
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Godot supports the following 3D *scene file fomats*:
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* DAE (COLLADA), which is currently the most mature workflow.
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-* GLTF 2.0. Both text and binary formats are supported. Godot has full support for it, but the format is new and gaining traction.
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+* glTF 2.0. Both text and binary formats are supported. Godot has full support for it, but the format is new and gaining traction.
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* OBJ (Wavefront) formats. It is also fully supported, but pretty limited (no support for pivots, skeletons, etc).
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+* ESCN, a Godot specific format that Blender can export with a plugin.
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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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@@ -52,6 +53,25 @@ 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 of exporting the scenes.
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+Exporting glTF 2.0 files from Blender
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+There are three ways to export glTF files from Blender. As a glTF binary (``.glb`` file), glTF embedded (``.gltf`` file),
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+and with textures (``gltf`` + ``.bin`` + textures).
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+
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+glTF binary files are the smallest of the three options. They include the mesh and textures set up in Blender.
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+When brought into Godot the textures are part of the object's material file.
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+
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+glTF embedded files function the same way as binary files. They don't provide extra functionality in Godot,
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+and shouldn't be used since they have a larger file size.
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+
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+There are two reasons to use glTF with the textures separate. One is to have the scene description in a
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+text based format and the binary data in a separate binary file. This can be useful for version control if you want to review
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+changes in a text based format. The second is you need the texture files separate from the material file. If you don't need
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+either of those glTF binary files are fine.
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+
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+.. note:: Blender does not export emissive textures with the glTF file. If your model uses one it must be brought in separately.
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+
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Exporting ESCN files from Blender
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -99,6 +119,11 @@ Root Name
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Allows setting a specific name to the generated root node.
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+Root Scale
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+^^^^^^^^^^
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+
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+The scale of the root node.
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+
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Custom Script
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^^^^^^^^^^^^^
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@@ -204,6 +229,17 @@ 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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instead of scenes.
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+Light Baking
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+^^^^^^^^^^^^
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+
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+Whether or not the mesh is used in baked lightmaps.
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+
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+- **Disabled:** The mesh is not used in baked lightmaps.
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+- **Enable:** The mesh is used in baked lightmaps.
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+- **Gen Lightmaps:** The mesh is used in baked lightmaps, and unwraps a second UV layer for lightmaps.
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+
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+.. note:: For more information on light baking see :ref:`doc_baked_lightmaps`.
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+
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External Files
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~~~~~~~~~~~~~~
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@@ -257,7 +293,7 @@ Scene inheritance
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-----------------
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In many cases, it may be desired to make modifications to the imported scene. By default, this is not 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 make local modifications by using *Scene Inheritance*. Try to open the imported scene and the
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following dialog will appear:
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