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Added a precision regarding the pose of the mesh before exporting

Julian Murgia 6 years ago
parent
commit
de3423165f

+ 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
     armature in Blender, so that the exported bone transform be
     consistent between Blender and Godot
     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
 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.
 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?
 Why not FBX?
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