@@ -13,42 +13,54 @@ transferred as close as possible.
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Godot supports the following 3D *scene file formats *:
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- * glTF 2.0 **(recommended) **. Godot has full support for both text (``.gltf ``) and binary (``.glb ``) formats.
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- * DAE (COLLADA), an older format that is fully supported.
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- * OBJ (Wavefront) format + their MTL material files. This is also fully supported, but pretty limited (no support for pivots, skeletons, animations, PBR materials, ...).
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- * ESCN, a Godot-specific format that Blender can export with a plugin.
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- * FBX, supported via a reverse engineered importer. So we recommend using other formats listed above, if suitable
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- for your workflow.
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+ - glTF 2.0 **(recommended) **. Godot has full support for both text (``.gltf ``) and binary (``.glb ``) formats.
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+ - ``.blend `` (Blender). This works by calling Blender to export to glTF in a
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+ transparent manner (requires Blender to be installed).
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+ - DAE (COLLADA), an older format that is fully supported.
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+ - OBJ (Wavefront) format + their MTL material files. This is also fully
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+ supported, but pretty limited given the format's limitations (no support for
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+ pivots, skeletons, animations, UV2, PBR materials, ...).
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+ - FBX, supported via `FBX2glTF <https://github.com/godotengine/FBX2glTF >`__ integration.
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+ This requires installing an external program that links against the proprietary FBX SDK,
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+ so we recommend using other formats listed above (if suitable for your workflow).
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Just copy the scene file together with the texture to the project repository, and Godot will do a full import.
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It is important that the mesh is not deformed by bones when exporting. Make sure that the skeleton is reset to its T-pose
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or default rest pose before exporting with your favorite 3D editor.
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- Exporting glTF 2.0 files from Blender
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- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+ Exporting glTF 2.0 files from Blender (recommended)
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+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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- There are three ways to export glTF files from Blender. As a glTF binary (``.glb `` file), glTF embedded (``.gltf `` file),
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- and with textures (``gltf `` + ``.bin `` + textures).
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+ There are 3 ways to export glTF files from Blender:
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- glTF binary files are the smallest of the three options. They include the mesh and textures set up in Blender.
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- When brought into Godot the textures are part of the object's material file.
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+ - As a glTF binary file (``.glb ``).
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+ - As a glTF text-based file with embedded binary data (``.gltf `` file)
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+ - As a glTF text-based file with separate binary data and textures (``.gltf ``
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+ file + ``.bin `` file + textures).
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- glTF embedded files function the same way as binary files. They don't provide extra functionality in Godot,
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- and shouldn't be used since they have a larger file size.
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+ glTF binary files (``.glb ``) are the smallest of the three options. They include
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+ the mesh and textures set up in Blender. When brought into Godot the textures
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+ are part of the object's material file.
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- There are two reasons to use glTF with the textures separate. One is to have the scene description in a
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- text based format and the binary data in a separate binary file. This can be useful for version control if you want to review
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- changes in a text based format. The second is you need the texture files separate from the material file. If you don't need
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- either of those glTF binary files are fine.
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+ glTF embedded files (``.gltf ``) function the same way as binary files. They
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+ don't provide extra functionality in Godot, and shouldn't be used since they
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+ have a larger file size.
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+
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+ There are two reasons to use glTF with the textures separate. One is to have the
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+ scene description in a text based format and the binary data in a separate
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+ binary file. This can be useful for version control if you want to review
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+ changes in a text-based format. The second is you need the texture files
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+ separate from the material file. If you don't need either of those, glTF binary
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+ files are fine.
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.. warning ::
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- If your model contains blend shapes (also known as "shape keys" and "morph targets"),
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- your glTF export setting **Export Deformation Bones Only ** needs to be configured to ** Enabled **
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- under the Animation export configurations.
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+ If your model contains blend shapes (also known as "shape keys" and "morph
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+ targets"), your glTF export setting **Export Deformation Bones Only ** needs
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+ to be configured to ** Enabled ** under the Animation export configurations.
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- Exporting non-deforming bones anyway will lead to incorrect shading in GLES3 .
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+ Exporting non-deforming bones anyway will lead to incorrect shading.
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.. note ::
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@@ -63,27 +75,97 @@ either of those glTF binary files are fine.
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being culled by other faces. To resolve this, enable **Backface Culling ** in
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Blender's Materials tab, then export the scene to glTF again.
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+ Importing ``.blend `` files directly within Godot
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+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+ .. note ::
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+
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+ This functionality requires Blender 3.0 or later.
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+
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+ From Godot 4.0 onwards, the editor can directly import ``.blend `` files by
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+ calling `Blender <https://www.blender.org/ >`__'s glTF export functionality in a
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+ transparent manner.
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+
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+ This allows you to iterate on your 3D scenes faster, as you can save the scene
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+ in Blender, alt-tab back to Godot then see your changes immediately. When
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+ working with version control, this is also more efficient as you no longer need
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+ to commit a copy of the exported glTF file to version control.
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+
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+ To use ``.blend `` import, you must install Blender before opening the Godot
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+ editor (if opening a project that already contains ``.blend `` files). If you
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+ keep Blender installed at its default location, Godot should be able to detect
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+ its path automatically. If this isn't the case, configure the path to the
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+ Blender executable in the Editor Settings (**Filesystem > Import > Blender >
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+ Blender 3 Path **).
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+
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+ If you keep ``.blend `` files within your project folder but don't want them to
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+ be imported by Godot, disable **Filesystem > Import > Blender > Enabled ** in the
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+ advanced Project Settings.
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+
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+ .. note ::
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+
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+ When working in a team, keep in mind using ``.blend `` files in your project
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+ will require *all * team members to have Blender installed. While Blender is
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+ a free download, this may add friction when working on the project.
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+ ``.blend `` import is also not available on the Android and web editors, as
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+ these platforms can't call external programs.
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+
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+ If this is problematic, consider using glTF scenes exported from Blender
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+ instead.
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+
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Exporting DAE files from Blender
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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- Blender has built-in COLLADA support, but it does not work properly for the needs of game engines
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- and should not be used as is.
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+ Blender has built-in COLLADA support, but it does not work properly for the
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+ needs of game engines and shouldn't be used as-is. However, scenes exported with
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+ the built-in Collada support may still work for simple scenes without animation.
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+
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+ For complex scenes or scenes that contain animations, Godot provides a
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+ `Blender plugin <https://github.com/godotengine/collada-exporter >`_
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+ that will correctly export COLLADA scenes for use in Godot.
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- Godot provides a `Blender plugin <https://github.com/godotengine/collada-exporter >`_
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- that will correctly export COLLADA scenes for use in Godot. It does not work in Blender 2.8 or
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- newer, but there are plans to update it in the future.
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+ Importing OBJ files in Godot
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+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+ OBJ is one of the simplest 3D formats out there, so Godot should be able to
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+ import most OBJ files successfully. However, OBJ is also a very limited format:
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+ it doesn't support skinning, animation, UV2 or PBR materials.
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+
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+ There are 2 ways to use OBJ meshes in Godot:
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+
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+ - Load them directly in a MeshInstance3D node, or any other property that
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+ expects as mesh (such as GPUParticles3D). This is the default mode.
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+ - Change their import mode to **OBJ as Scene ** in the Import dock then restart
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+ the editor. This allows you to use the same import options as glTF or Collada
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+ scenes, such as unwrapping UV2 on import (for :ref: `doc_baked_lightmaps `).
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+
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+ .. note ::
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- Exporting ESCN files from Blender
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- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+ Blender 3.4 and later can export RGB vertex colors in OBJ files (this is a
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+ nonstandard extension of the OBJ format). Godot is able to import those
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+ vertex colors since Godot 4.0, but they will not be displayed on the
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+ material unless you enable **Vertex Color > Use As Albedo ** on the material.
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- The most powerful one, called `godot-blender-exporter
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- <https://github.com/godotengine/godot-blender-exporter> `__.
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- It uses a .escn file, which is kind of another name for a .tscn file (Godot scene file);
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- it keeps as much information as possible from a Blender scene. However, it is considered
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- experimental.
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+ Vertex colors from OBJ meshes keep their original color space once imported
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+ (sRGB/linear), but their brightness is clamped to 1.0 (they can't be
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+ overbright).
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+
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+ Importing FBX files in Godot
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+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+ When opening a project containing FBX scenes, you will see a dialog asking you
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+ to configure FBX import. Click the link in the dialog to download a fbx2gltf
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+ binary, then extract the ZIP archive, place the binary anywhere you wish, then
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+ specify its path in the dialog.
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+
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+ If you keep ``.fbx `` files within your project folder but don't want them to
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+ be imported by Godot, disable **Filesystem > Import > FBX > Enabled ** in the
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+ advanced Project Settings.
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+
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+ .. seealso ::
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- The ESCN exporter has a detailed ` document < escn_exporter/index.html >`__ describing
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- its functionality and usage .
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+ The full installation process for using FBX in Godot is described on the
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+ ` FBX import page of the Godot website < https://godotengine.org/fbx-import >`__ .
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Exporting textures separately
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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