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+.. _importing_scenes:
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+
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+Importing Scenes
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+================
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+
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+Crown can import most useful elements from 3D scenes saved in FBX format. When
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+you import an FBX file, Crown opens a dialog where you can select import
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+options and choose which parts of the scene to bring into your project:
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+
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+.. image:: images/import_fbx.png
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+
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+FBX import dialog
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+-----------------
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+
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+The FBX import dialog is divided into two main sections:
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+
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+* **Units**: import geometry, lights, cameras, materials and any associated textures.
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+* **Animation**: import skeleton and animation clips. If your scene contains no
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+ animations, you can ignore this section.
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+
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+One FBX per clip
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+----------------
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+
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+A common workflow for animated 3D models is to export the geometry and
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+skeleton together in one FBX file, and export each animation clip as a
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+separate FBX file. Crown supports and recommends this approach because it
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+simplifies asset management and make faster iterations possible.
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+
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+To import models organized in this way, always follow these 2 steps:
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+
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+1) Importing geometry and skeleton
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+Start by importing the FBX that contains the geometry and skeleton. In the
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+Project Browser create or select the target folder, make sure ``Import
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+Animations`` is unchecked, then click ``Import`` to begin:
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+
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+.. image:: images/import_fbx_unchecked_animations.png
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+
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+When the import completes, the unit (geometry), the skeleton, and any other
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+objects you selected in the Unit section will appear as separate items in the
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+Project Browser:
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+
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+.. image:: images/project_browser_import_clips_unit_and_skeleton.png
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+
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+2) Importing animation clips
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+After importing geometry and skeleton, import the FBX files that contain the
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+individual animation clips. Right-click the same folder, choose
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+``Import...``, and select the FBX files with the clips. In the importer
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+dialog:
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+
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+* Uncheck the entire **Unit** section to avoid importing any undesired resource.
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+* Uncheck ``New Skeleton`` to indicate that the skeleton already exists.
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+* Set ``Target Skeleton`` to the skeleton you imported in the previous step.
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+
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+.. image:: images/import_fbx_select_skeleton.png
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+
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+When the importer finishes, it creates an ``animations`` folder and places the
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+imported clips inside it, with correct references to the existing skeleton and
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+geometry:
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+
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+.. image:: images/project_browser_imported_clips.png
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