소스 검색

Added a precision regarding the pose of the mesh before exporting

Julian Murgia 6 년 전
부모
커밋
de3423165f
2개의 변경된 파일6개의 추가작업 그리고 0개의 파일을 삭제
  1. 3 0
      getting_started/workflow/assets/escn_exporter/skeleton.rst
  2. 3 0
      getting_started/workflow/assets/importing_scenes.rst

+ 3 - 0
getting_started/workflow/assets/escn_exporter/skeleton.rst

@@ -15,6 +15,9 @@ rest position (transform in Godot) of bones.
     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
 ------------
 

+ 3 - 0
getting_started/workflow/assets/importing_scenes.rst

@@ -19,6 +19,9 @@ Godot supports the following 3D *scene file fomats*:
 
 Just copy the scene file together with the texture to the project repository, and Godot will do a full import.
 
+It is important that the mesh is not deformed by bones when exporting. Make sure that the skeleton is reset to its T-pose 
+or default rest pose before exporting with your favorite 3D editor.
+
 Why not FBX?
 ~~~~~~~~~~~~