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@@ -73,20 +73,22 @@ Import process begins with the 3D scene import menu:
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That opens what is probably the biggest of all the import dialogs:
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That opens what is probably the biggest of all the import dialogs:
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-| p=. |image1|
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-| Many options exist in there, so each section will be explained as
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- follows:
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+p=. |image1|
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+
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+Many options exist in there, so each section will be explained as
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+follows:
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Source & target paths
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Source & target paths
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----------------------
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+~~~~~~~~~~~~~~~~~~~~~
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+
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+To import, two options are needed. The first is a source .dae file
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+(.dae stands for Collada. More import formats will eventually added,
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+but Collada is the most complete open format as of this writing).
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-| To import, two options are needed. The first is a source .dae file
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- (.dae stands for Collada. More import formats will eventually added,
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- but Collada is the most complete open format as of this writing).
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-| A target folder needs to be provided, so the importer can import the
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- scene there. The imported scene will have the same filename as the
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- source one, except for the .scn extension, so make sure you pick good
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- names when you export!
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+A target folder needs to be provided, so the importer can import the
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+scene there. The imported scene will have the same filename as the
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+source one, except for the .scn extension, so make sure you pick good
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+names when you export!
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The textures will be copied and converted. Textures in 3D applications
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The textures will be copied and converted. Textures in 3D applications
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are usually just PNG or JPG files. Godot will convert them to video
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are usually just PNG or JPG files. Godot will convert them to video
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@@ -104,7 +106,7 @@ in the project settings). If you choose this, make sure no two textures
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are names the same.
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are names the same.
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3D rigging tips
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3D rigging tips
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----------------
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+~~~~~~~~~~~~~~~
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Before going into the options, here are some tips for making sure your
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Before going into the options, here are some tips for making sure your
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rigs import properly
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rigs import properly
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@@ -125,7 +127,7 @@ rigs import properly
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both objects (the little orange dot) should be at the same place.
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both objects (the little orange dot) should be at the same place.
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3D import options
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3D import options
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------------------
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+~~~~~~~~~~~~~~~~~
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This section contains many options to change the way import workflow
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This section contains many options to change the way import workflow
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works. Some (like HDR) will be better explained in other sections, but
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works. Some (like HDR) will be better explained in other sections, but
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@@ -156,7 +158,7 @@ Notice that:
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- The Light was not imported (-noimp).
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- The Light was not imported (-noimp).
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Options in detail
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Options in detail
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------------------
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+~~~~~~~~~~~~~~~~~
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Following is a list of most import options and what they do in more
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Following is a list of most import options and what they do in more
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detail.
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detail.
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@@ -313,35 +315,37 @@ The rest of the tags in this section should be rather obvious, or will
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be documented/changed in the future.
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be documented/changed in the future.
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Double-sidedness
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Double-sidedness
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-----------------
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+~~~~~~~~~~~~~~~~
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-| Collada and other formats support specifying the double-sidedness of
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- the geometry (in other words, when not double-sided, back-faces are
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- not drawn). Godot supports this option per Material, not per Geometry.
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-| When exporting from 3D DCCs that work with per-object double-sidedness
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- (such as Blender of Maya), make sure that the double sided objects do
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- not share a material with the single sided ones or the importer will
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- not be able to discern.
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+Collada and other formats support specifying the double-sidedness of
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+the geometry (in other words, when not double-sided, back-faces are
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+not drawn). Godot supports this option per Material, not per Geometry.
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+
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+When exporting from 3D DCCs that work with per-object double-sidedness
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+(such as Blender of Maya), make sure that the double sided objects do
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+not share a material with the single sided ones or the importer will
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+not be able to discern.
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Animation options
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Animation options
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------------------
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-
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-| Some things to keep in mind when importing animations. 3D DCCs allow
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- animating with curves for every x,y,z component, doing IK constraints
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- and other stuff. When imported for real-time, animations are sampled
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- (at small intervals) so all this information is lost. Sampled
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- animations are fast to process, but can use considerable amounts of
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- memory.
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-| Because of this, the "Optimize" option exists but, in some cases, this
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- option might get to break an animation, so make it sure to disable if
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- you see this.
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+~~~~~~~~~~~~~~~~~
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+
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+Some things to keep in mind when importing animations. 3D DCCs allow
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+animating with curves for every x,y,z component, doing IK constraints
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+and other stuff. When imported for real-time, animations are sampled
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+(at small intervals) so all this information is lost. Sampled
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+animations are fast to process, but can use considerable amounts of
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+memory.
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+
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+Because of this, the "Optimize" option exists but, in some cases, this
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+option might get to break an animation, so make it sure to disable if
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+you see this.
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Some animations are meant to be cycled (like walk animations) if this is
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Some animations are meant to be cycled (like walk animations) if this is
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the case, animation names that end in "-cycle" or "-loop" are
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the case, animation names that end in "-cycle" or "-loop" are
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automatically set to loop.
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automatically set to loop.
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Import script
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Import script
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--------------
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+~~~~~~~~~~~~~
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Creating a script to parse the imported scene is actually really simple.
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Creating a script to parse the imported scene is actually really simple.
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This is great for post processing, changing materials, doing funny stuff
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This is great for post processing, changing materials, doing funny stuff
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@@ -362,7 +366,7 @@ The post-import function takes the imported scene as parameter (the
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parameter is actually the root node of the scene).
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parameter is actually the root node of the scene).
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Update logic
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Update logic
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-------------
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+~~~~~~~~~~~~
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Other types of resources (like samples, meshes, fonts, images, etc.) are
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Other types of resources (like samples, meshes, fonts, images, etc.) are
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re-imported entirely when changed and user changes are not kept.
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re-imported entirely when changed and user changes are not kept.
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