Updated import_3d (markdown)

reduz 2014-06-19 20:24:00 -07:00
parent 031e44cf38
commit f96ac4f57f

@ -31,8 +31,33 @@ Many options exist in there, so each section will be explained as follows:
To import, two options are needed. The first is a source .dae file (.dae stands for Collada. More import formats will eventually added, but Collada is the most complete open format as of this writing). To import, two options are needed. The first is a source .dae file (.dae stands for Collada. More import formats will eventually added, but Collada is the most complete open format as of this writing).
A target folder needs to be provided, so the importer can import the scene there. The imported scene will have the same filename as the source one, except for the .scn extension, so make sure you pick good names when you export! A target folder needs to be provided, so the importer can import the scene there. The imported scene will have the same filename as the source one, except for the .scn extension, so make sure you pick good names when you export!
The textures will be copied and converted. Textures in 3D applications are usually just PNG or JPG files. Godot will convert them to video memory texture compression format (s3tc, pvrtc, ericsson, etc) by default. Since the original textures, 3d file and textues are usually not needed, it's recommended you keep them outside the project. For some hints on how to do this the best way, you can check the [Version Control & Project Organization](tutorial_vercontrol) tutorial. The textures will be copied and converted. Textures in 3D applications are usually just PNG or JPG files. Godot will convert them to video memory texture compression format (s3tc, pvrtc, ericsson, etc) by default to improve performance and save resources.
Since the original textures, 3d file and textues are usually not needed, it's recommended you keep them outside the project. For some hints on how to do this the best way, you can check the [Version Control & Project Organization](tutorial_vercontrol) tutorial.
Two options for textures are provided. They can be copied to the same place as the scene, or they can be copied to a common path (configurable in the project settings). If you choose this, make sure no two textures are names the same.
## 3D Import Options
This section contains many options to change the way import workflow works. Some (like HDR) will be better explained in other sections, but in general a pattern can be visible in the options and that is, many of the options end with "-something". For example:
* Remove Nodes (-noimp)
* Set Alpha in Materials (-alpha)
* Create Collisions (-col).
This means that the object names in the 3D DCC need to have those options appended at the end for the importer to tell what they are. When imported, Godot will convert them to what they are meant to be.
Here is an example of how a scene in the 3D dcc looks (using blender), and how it is imported to Godot:
<p align="center"><img src="images/3dimp_blender.png"></p>
Notice that:
* The camera was imported normally.
* A Room was created (-room).
* A Portal was created (-portal).
* The Mesh got static collision added (-col).
* The Light was not imported (-noimp).