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Update importing 3D scenes for Godot 3.1 and Blender 2.8 (#2657)

Matthew Ehrenhofler 6 years ago
parent
commit
8eb48078c9

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getting_started/workflow/assets/img/3dimp_BlenderEmptyDrawTypes.png


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getting_started/workflow/assets/img/scene_import1.png


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+ 38 - 2
getting_started/workflow/assets/importing_scenes.rst

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