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Remove Blender ESCN exporter pages.

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25 ändrade filer med 13 tillägg och 352 borttagningar
  1. 6 6
      _tools/redirects/redirects.csv
  2. 0 87
      tutorials/assets_pipeline/escn_exporter/animation.rst
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      tutorials/assets_pipeline/escn_exporter/img/armature.jpg
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      tutorials/assets_pipeline/escn_exporter/img/body_type.jpg
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      tutorials/assets_pipeline/escn_exporter/img/col_only.png
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      tutorials/assets_pipeline/escn_exporter/img/collision_shapes.jpg
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      tutorials/assets_pipeline/escn_exporter/img/dope_sheet.jpg
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      tutorials/assets_pipeline/escn_exporter/img/enable_physics.png
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      tutorials/assets_pipeline/escn_exporter/img/external_mat_option.jpg
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      tutorials/assets_pipeline/escn_exporter/img/gd_dot_material.jpg
  11. BIN
      tutorials/assets_pipeline/escn_exporter/img/hide.jpg
  12. BIN
      tutorials/assets_pipeline/escn_exporter/img/in_godot.jpg
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      tutorials/assets_pipeline/escn_exporter/img/light_properties.jpg
  14. BIN
      tutorials/assets_pipeline/escn_exporter/img/material_search.jpg
  15. BIN
      tutorials/assets_pipeline/escn_exporter/img/nla_editor.jpg
  16. BIN
      tutorials/assets_pipeline/escn_exporter/img/nla_pushdown.jpg
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      tutorials/assets_pipeline/escn_exporter/img/nla_strip.jpg
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      tutorials/assets_pipeline/escn_exporter/img/stash_action.jpg
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      tutorials/assets_pipeline/escn_exporter/img/stash_action_option.jpg
  20. 7 43
      tutorials/assets_pipeline/escn_exporter/index.rst
  21. 0 26
      tutorials/assets_pipeline/escn_exporter/lights.rst
  22. 0 69
      tutorials/assets_pipeline/escn_exporter/material.rst
  23. 0 23
      tutorials/assets_pipeline/escn_exporter/mesh.rst
  24. 0 58
      tutorials/assets_pipeline/escn_exporter/physics.rst
  25. 0 40
      tutorials/assets_pipeline/escn_exporter/skeleton.rst

+ 6 - 6
_tools/redirects/redirects.csv

@@ -108,13 +108,13 @@ source,destination
 /getting_started/step_by_step/resources.html,/tutorials/scripting/resources.html
 /getting_started/step_by_step/scene_tree.html,/tutorials/scripting/scene_tree.html
 /getting_started/step_by_step/singletons_autoload.html,/tutorials/scripting/singletons_autoload.html
-/getting_started/workflow/assets/escn_exporter/animation.html,/tutorials/assets_pipeline/escn_exporter/animation.html
+/getting_started/workflow/assets/escn_exporter/animation.html,/tutorials/assets_pipeline/escn_exporter/index.html
 /getting_started/workflow/assets/escn_exporter/index.html,/tutorials/assets_pipeline/escn_exporter/index.html
-/getting_started/workflow/assets/escn_exporter/lights.html,/tutorials/assets_pipeline/escn_exporter/lights.html
-/getting_started/workflow/assets/escn_exporter/material.html,/tutorials/assets_pipeline/escn_exporter/material.html
-/getting_started/workflow/assets/escn_exporter/mesh.html,/tutorials/assets_pipeline/escn_exporter/mesh.html
-/getting_started/workflow/assets/escn_exporter/physics.html,/tutorials/assets_pipeline/escn_exporter/physics.html
-/getting_started/workflow/assets/escn_exporter/skeleton.html,/tutorials/assets_pipeline/escn_exporter/skeleton.html
+/getting_started/workflow/assets/escn_exporter/lights.html,/tutorials/assets_pipeline/escn_exporter/index.html
+/getting_started/workflow/assets/escn_exporter/material.html,/tutorials/assets_pipeline/escn_exporter/index.html
+/getting_started/workflow/assets/escn_exporter/mesh.html,/tutorials/assets_pipeline/escn_exporter/index.html
+/getting_started/workflow/assets/escn_exporter/physics.html,/tutorials/assets_pipeline/escn_exporter/index.html
+/getting_started/workflow/assets/escn_exporter/skeleton.html,/tutorials/assets_pipeline/escn_exporter/index.html
 /getting_started/workflow/assets/import_process.html,/tutorials/assets_pipeline/import_process.html
 /getting_started/workflow/assets/importing_audio_samples.html,/tutorials/assets_pipeline/importing_audio_samples.html
 /getting_started/workflow/assets/importing_images.html,/tutorials/assets_pipeline/importing_images.html

+ 0 - 87
tutorials/assets_pipeline/escn_exporter/animation.rst

@@ -1,87 +0,0 @@
-Animation
-=========
-Animation supported:
- - transform animation of all types of objects
- - transform animation of pose bones
- - shape key animation
- - light animation
- - camera animation
-
-Multiple Actions For Single Object
-----------------------------------
-In most games, one object would have several animations to switch between.
-This add-on has support for exporting multiple actions all at once into
-a single AnimationPlayer and makes it easy to switch actions.
-
-This workflow makes use of blender nla_tracks. Here is a brief guide on how
-to use this feature:
-
-**1. Stash active action**
-
-New created action is always an active action bound to object. There are
-several ways to place an active action into NLA track,
-one is of course doing it in ``NLA Editor``
-
-.. image:: img/nla_editor.jpg
-.. image:: img/nla_pushdown.jpg
-
-Or it can be done stashing the action in ``Dope Sheet``
-
-.. image:: img/dope_sheet.jpg
-.. image:: img/stash_action.jpg
-
-**2. Check mute status of NLA tracks**
-
-An NLA track can be ``mute`` or ``unmute``, the exporter will export all
-the ``mute`` NLA track as a separate action, while blends all the ``unmute``
-NLA tracks into every action (including the action) being exported.
-
-.. image:: img/nla_strip.jpg
-
-**3. Export the scene**
-
-Make sure the ``Export Stashed Actions`` option has been turned on.
-
-.. image:: img/stash_action_option.jpg
-
-Then all the stashed actions, as well as the active action, are exported
-to an AnimationPlayer.
-
-.. image:: img/in_godot.jpg
-
-
-Constraints
------------
-Sometimes complicated animation is built with object constraint; a usual
-example is inverse kinematics. The add-on would automatically check if an
-object has some constraint; if it does, all the constraints are baked into
-actions and then exported along with the object.
-
-
-Animation Mode
----------------------------
-Godot and Blender have different structure to store animation data.
-In Godot animation data is stored in an AnimationPlayer node, instead
-of in each animated node. In order to fix this inconsistency and still
-make the animation play versatile, this add-on has three animation exporting
-modes.
-
-
-**Mode 'Animation as Actions'**
-
-Treat all the animations as object actions, so in the exported scene, every
-object would have its own AnimationPlayer and hold its actions.
-
-
-**Mode 'Scene Animation'**
-
-If you want your animation to generate the same result as playing at Blender's
-timeline, this is what you want. In this mode, all the animations in the scene
-are placed in just one AnimationPlayer in the scene root.
-
-**Mode 'Animation as Action with Squash'**
-
-This mode has very similar behavior of mode 'Animation as Action', but it
-can generate fewer AnimationPlayers; objects in parent-children relationship would
-share their AnimationPlayer. It is useful when you have several rigs, and each
-Skeleton and Mesh has actions; then one rig would have just one AnimationPlayer.

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tutorials/assets_pipeline/escn_exporter/img/armature.jpg


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tutorials/assets_pipeline/escn_exporter/img/body_type.jpg


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tutorials/assets_pipeline/escn_exporter/img/col_only.png


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tutorials/assets_pipeline/escn_exporter/img/collision_shapes.jpg


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tutorials/assets_pipeline/escn_exporter/img/dope_sheet.jpg


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tutorials/assets_pipeline/escn_exporter/img/enable_physics.png


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tutorials/assets_pipeline/escn_exporter/img/external_mat_option.jpg


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tutorials/assets_pipeline/escn_exporter/img/gd_dot_material.jpg


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tutorials/assets_pipeline/escn_exporter/img/hide.jpg


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tutorials/assets_pipeline/escn_exporter/img/in_godot.jpg


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tutorials/assets_pipeline/escn_exporter/img/light_properties.jpg


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tutorials/assets_pipeline/escn_exporter/img/material_search.jpg


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tutorials/assets_pipeline/escn_exporter/img/nla_editor.jpg


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tutorials/assets_pipeline/escn_exporter/img/nla_pushdown.jpg


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tutorials/assets_pipeline/escn_exporter/img/nla_strip.jpg


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tutorials/assets_pipeline/escn_exporter/img/stash_action.jpg


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tutorials/assets_pipeline/escn_exporter/img/stash_action_option.jpg


+ 7 - 43
tutorials/assets_pipeline/escn_exporter/index.rst

@@ -3,48 +3,12 @@
 Blender ESCN exporter
 =====================
 
-.. note:: This chapter relates to the Blender plugin called "Godot Blender Exporter",
-          which can be downloaded here: https://github.com/godotengine/godot-blender-exporter
+To export from Blender to Godot 4.x, use one of the 
+:ref:`available 3D formats <doc_importing_3d_scenes_available_formats>`.
 
-This plugin can be used to export Blender scenes in a Godot-specific scene format
-called ESCN, which is similar to TSCN (text format) but will be imported as binary
-SCN for performance.
+The plugin `Godot Blender Exporter <https://github.com/godotengine/godot-blender-exporter>`__ 
+is not maintained or supported in Godot 4.x. While not officially supported, the plugin may 
+partially work for some Godot and Blender versions, particularly before Blender version 4.0.
+For complete docs on the Blender exporter, see the 
+`previous version of this page <https://docs.godotengine.org/en/4.0/tutorials/assets_pipeline/escn_exporter/index.html>`__.
 
-Details on exporting
---------------------
-
-.. toctree::
-   :maxdepth: 1
-   :name: toc-learn-workflow-assets-escn_exporter
-
-   material
-   physics
-   lights
-   mesh
-   skeleton
-   animation
-
-
-Disabling specific objects
---------------------------
-
-Sometimes you don't want some objects exported (e.g. high-res models used for
-baking). An object will not be exported if it is not rendered in the scene.
-This can be set in the outliner:
-
-.. image:: img/hide.jpg
-
-Objects hidden in the viewport will be exported, but will be hidden in the
-Godot scene.
-
-
-Build pipeline integration
---------------------------
-
-If you have hundreds of model files, you don't want your artists to waste time
-manually exporting their blend files. To combat this, the exporter provides a
-Python function ``io_scene_godot.export(out_file_path)`` that can be called to
-export a file. This allows easy integration with other build systems. An
-example Makefile and Python script that exports all the blends in a directory
-are present in the
-`godot-blender-exporter repository <https://github.com/godotengine/godot-blender-exporter>`__.

+ 0 - 26
tutorials/assets_pipeline/escn_exporter/lights.rst

@@ -1,26 +0,0 @@
-Lights
-======
-.. warning::
-    By default, lamps in Blender have shadows enabled. This can cause
-    performance issues in Godot.
-
-.. warning::
-    Lamps are exported using their "Blender Render" settings. When Blender 2.8
-    is released, this will be removed and this part of the exporter will change.
-
-Sun, point and spot lamps are all exported from Blender along with many of their
-properties:
-
-.. image:: img/light_properties.jpg
-
-There are some things to note:
-
- - In Blender, a light casts light all the way to infinity. In Godot, it is
-   clamped by the attenuation distance. To most closely match between the
-   viewport and Godot, enable the "Sphere" checkbox. (Highlighted green)
- - Light attenuation models differ between Godot and Blender. The exporter
-   attempts to make them match, but it isn't always very good.
- - Spotlight angular attenuation models also differ between Godot and Blender.
-   The exporter attempts to make them similar, but it doesn't always look the
-   same.
- - There is no difference between buffer shadow and ray shadow in the export.

+ 0 - 69
tutorials/assets_pipeline/escn_exporter/material.rst

@@ -1,69 +0,0 @@
-Materials
-=========
-
-Using existing Godot materials
-------------------------------
-
-One way in which the exporter can handle materials is to attempt to match
-the Blender material with an existing Godot material. This has the advantage of
-being able to use all of the features of Godot's material system, but it means
-that you cannot see your model with the material applied inside Blender.
-
-To do this, the exporter attempts to find Godot materials with names that match
-those of the material name in Blender. So if you export an object in Blender
-with the material name ``PurpleDots`` then the exporter will search for the
-file ``PurpleDots.tres`` and assign it to the object. If this file is not a
-``StandardMaterial3D`` or ``ShaderMaterial`` or if it cannot be found, then the
-exporter will fall back to exporting the material from Blender.
-
-
-Where the exporter searches for the ``.tres`` file is determined by the "Material
-Search Paths" option:
-
-.. image:: img/material_search.jpg
-
-This can take the value of:
- - Project Directory - Attempts to find the ``project.Godot`` and recursively
-   searches through subdirectories. If ``project.Godot`` cannot be found it
-   will throw an error. This is useful for most projects where naming conflicts
-   are unlikely.
- - Export Directory - Look for materials in subdirectories of the export
-   location. This is useful for projects where you may have duplicate
-   material names and need more control over what material gets assigned.
- - None - Do not search for materials. Export them from the Blender file.
-
-
-Export of Cycles/EEVEE materials
---------------------------------
-
-The exporter has a primitive support for converting Cycles/EEVEE material node tree
-to Godot Shader Material. Note that some of the Shader Node are not supported yet due to
-difficulties in implementation, which are:
-
-- all the ``noisy textures``
-- ``generated texture coordinates``
-- ``group node``
-- shader nodes except ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, ``add shader`` and ``mix shader``
-
-.. warning::
-
-    If possible, try to use PrincipledBSDF node with GGX distribution as the output shader
-    node, it is the only one guaranteed to be exactly correct. Others are just based on approximation.
-
-Sometimes materials may not be valid for exporting (e.g. has some unsupported node) or it
-is using Blender Internal Engine, only the diffuse color and a few flags (e.g. unshaded) are
-exported and form a StandardMaterial3D.
-
-
-Generate external materials
----------------------------
-
-The default configuration of material exporting would keep all the materials internal to
-the ``escn`` file. There is an option which could enable generating external ``.material``
-file when the ``escn`` file opens in Godot.
-
-.. image:: img/external_mat_option.jpg
-
-``.material`` file can be assigned to any material slot to be an external resource.
-
-.. image:: img/gd_dot_material.jpg

+ 0 - 23
tutorials/assets_pipeline/escn_exporter/mesh.rst

@@ -1,23 +0,0 @@
-Mesh
-====
-
-Modifiers
----------
-There is an exporting option :code:`Apply Modifiers` to
-control whether mesh modifiers are applied to the exported mesh.
-
-
-Shape Key
----------
-Exporting mesh shape key is supported, however exporting each shape key
-is almost like exporting the mesh again, so don't be surprised
-it takes a relatively long time.
-
-.. warning::
-    A lot of modifiers are not compatible with shape keys
-    (e.g. subsurface modifier), so if you found you have
-    incorrect shape keys exported, try to disable :code:`Apply Modifiers`
-    and do the exporting again. Besides, it is worthwhile to report the
-    incompatible modifier to the `issue list
-    <https://github.com/godotengine/godot-blender-exporter/issues>`__,
-    which helps to develop the exporter to have a more precise check of modifiers.

+ 0 - 58
tutorials/assets_pipeline/escn_exporter/physics.rst

@@ -1,58 +0,0 @@
-Physics properties
-==================
-
-Exporting physics properties is done by enabling "Rigid Body" in Blender's
-physics tab:
-
-.. image:: img/enable_physics.png
-
-.. important::
-    By default, a single Blender object with rigid body enabled will export as
-    three nodes: a PhysicsBody, a CollisionShape, and a MeshInstance3D.
-
-Body type
----------
-
-Blender only has the concept of "Active" and "Passive" rigid bodies. These
-turn into Static and RigidBody nodes. To create a kinematic body, enable the
-"animated" checkbox on an "Active" body:
-
-.. image:: img/body_type.jpg
-
-Collision shapes
-----------------
-
-Many of the parameters for collision shapes are missing from Blender, and many
-of the collision shapes are also not present. However, almost all of the
-options in Blender's rigid body collision and rigid body dynamics interfaces
-are supported:
-
-.. image:: img/collision_shapes.jpg
-
-There are the following caveats:
- - Not all of the collision shapes are supported. Only ``Mesh``, ``Convex
-   Hull``, ``Capsule``, ``Sphere`` and ``Box`` are supported in both Blender and
-   Godot
- - In Godot, you can have different collision groups and collision masks. In
-   Blender you only have collision groups. As a result, the exported object's
-   collision mask is equal to its collision group. Most of the time, this is
-   what you want.
-
-.. important::
-    To build compound physics shapes, parent together multiple objects with
-    rigid body enabled. The physics properties are taken from the parent-most
-    rigid body, and the rest are used as collision shapes.
-
-Collision geometry only
------------------------
-
-Frequently you want different geometry for your collision meshes and your
-graphical meshes, but by default, the exporter will export a mesh along with the
-collision shape. To only export the collision shape, set the object's maximum
-draw type to Wire:
-
-.. image:: img/col_only.png
-
-This will also influence how the object is shown in Blender's viewport.
-Most of the time, you want your collision geometry to be shown see-through when
-working on the models, so this works out fairly nicely.

+ 0 - 40
tutorials/assets_pipeline/escn_exporter/skeleton.rst

@@ -1,40 +0,0 @@
-Skeleton
-========
-
-.. image:: img/armature.jpg
-
-Rest Bone
----------
-
-Armature object in Blender is exported as a Skeleton node along with
-rest position (transform in Godot) of bones.
-
-.. warning::
-    The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`,
-    :code:`Local Location` (colored in red) must be ticked when building
-    armature in Blender, so that the exported bone transform be
-    consistent between Blender and Godot
-
-It is important that the mesh is not deformed by bones when exporting in Blender. Make sure
-that the skeleton is reset to its T-pose or default rest pose.
-
-Bone Weights
-------------
-
-Blender puts rigged mesh vertices which have no bone weights at their original
-position, but these vertices would be placed at (0, 0, 0) in Godot, making the mesh
-deformed. Therefore, the exporter will raise an error for any vertex with no bone weights
-detected in a rigged mesh.
-
-Non-Deform Bone
----------------
-
-Note that the non-deform bone can be configured as not exported
-by enabling the :code:`Exclude Control Bones`; the deform bone
-checkbox is shown in the picture.
-
-
-Bone Attachment
----------------
-A bone can be the parent of an object in Blender; this relation is exported
-as a BoneAttachment node in the Godot scene.