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docs: add 'Importing Scenes'

Daniele Bartolini 1 Minggu lalu
induk
melakukan
5edba54df6

TEMPAT SAMPAH
docs/importing_resources/images/import_fbx_select_skeleton.png


TEMPAT SAMPAH
docs/importing_resources/images/import_fbx_unchecked_animations.png


TEMPAT SAMPAH
docs/importing_resources/images/project_browser_import_clips_unit_and_skeleton.png


TEMPAT SAMPAH
docs/importing_resources/images/project_browser_imported_clips.png


+ 0 - 2
docs/importing_resources/importing_clips.rst

@@ -1,2 +0,0 @@
-Importing Clips
-===============

+ 0 - 6
docs/importing_resources/importing_meshes.rst

@@ -1,6 +0,0 @@
-.. _importing_meshes:
-
-Importing Meshes
-================
-
-.. image:: images/import_fbx.png

+ 64 - 0
docs/importing_resources/importing_scenes.rst

@@ -0,0 +1,64 @@
+.. _importing_scenes:
+
+Importing Scenes
+================
+
+Crown can import most useful elements from 3D scenes saved in FBX format. When
+you import an FBX file, Crown opens a dialog where you can select import
+options and choose which parts of the scene to bring into your project:
+
+.. image:: images/import_fbx.png
+
+FBX import dialog
+-----------------
+
+The FBX import dialog is divided into two main sections:
+
+* **Units**: import geometry, lights, cameras, materials and any associated textures.
+* **Animation**: import skeleton and animation clips. If your scene contains no
+  animations, you can ignore this section.
+
+One FBX per clip
+----------------
+
+A common workflow for animated 3D models is to export the geometry and
+skeleton together in one FBX file, and export each animation clip as a
+separate FBX file. Crown supports and recommends this approach because it
+simplifies asset management and make faster iterations possible.
+
+To import models organized in this way, always follow these 2 steps:
+
+1) Importing geometry and skeleton
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+Start by importing the FBX that contains the geometry and skeleton. In the
+Project Browser create or select the target folder, make sure ``Import
+Animations`` is unchecked, then click ``Import`` to begin:
+
+.. image:: images/import_fbx_unchecked_animations.png
+
+When the import completes, the unit (geometry), the skeleton, and any other
+objects you selected in the Unit section will appear as separate items in the
+Project Browser:
+
+.. image:: images/project_browser_import_clips_unit_and_skeleton.png
+
+2) Importing animation clips
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+After importing geometry and skeleton, import the FBX files that contain the
+individual animation clips. Right-click the same folder, choose
+``Import...``, and select the FBX files with the clips. In the importer
+dialog:
+
+* Uncheck the entire **Unit** section to avoid importing any undesired resource.
+* Uncheck ``New Skeleton`` to indicate that the skeleton already exists.
+* Set ``Target Skeleton`` to the skeleton you imported in the previous step.
+
+.. image:: images/import_fbx_select_skeleton.png
+
+When the importer finishes, it creates an ``animations`` folder and places the
+imported clips inside it, with correct references to the existing skeleton and
+geometry:
+
+.. image:: images/project_browser_imported_clips.png

+ 1 - 2
docs/importing_resources/index.rst

@@ -11,8 +11,7 @@ for use in Levels, Units, and other project content.
 	:maxdepth: 2
 	:maxdepth: 2
 
 
 	importing_resources
 	importing_resources
-	importing_meshes
-	importing_clips
+	importing_scenes
 	importing_textures
 	importing_textures
 	importing_sounds
 	importing_sounds
 	importing_sprites
 	importing_sprites