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@@ -152,16 +152,22 @@ The main reasons for creating a custom scripting language for Godot were:
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GDScript was designed to curtail the issues above, and more.
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-What type of 3D model formats does Godot support?
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--------------------------------------------------
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+What 3D model formats does Godot support?
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+-----------------------------------------
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+
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+Godot supports the following formats:
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-Godot supports Collada via the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax).
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-If you are using Blender, take a look at our own `Better Collada Exporter <https://github.com/godotengine/collada-exporter>`_.
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+- glTF 2.0 *(recommended)*
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+- Collada
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+- OBJ
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+- FBX (static meshes only)
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-As of Godot 3.0, glTF is supported.
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+FBX support is the fruit of reverse engineering via the Open Asset Import library.
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+However, FBX is proprietary so we recommend using other formats listed above,
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+if suitable for your workflow.
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-FBX is supported via the Open Asset Import library. However, FBX is proprietary
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-so we recommend using other formats listed above, if suitable for your workflow.
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+You can find more detailed information on supported formats, and how to export
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+and import them for Godot :ref:`here <doc_importing_3d_scenes>`.
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Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?
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