Merge pull request #4292 from skyace65/FaqTweak2

Improve supported 3D formats faq section
This commit is contained in:
Nathan Lovato
2020-10-23 17:35:13 -06:00
committed by GitHub
+13 -7
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@@ -152,16 +152,22 @@ The main reasons for creating a custom scripting language for Godot were:
GDScript was designed to curtail the issues above, and more.
What type of 3D model formats does Godot support?
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What 3D model formats does Godot support?
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Godot supports Collada via the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax).
If you are using Blender, take a look at our own `Better Collada Exporter <https://github.com/godotengine/collada-exporter>`_.
Godot supports the following formats:
As of Godot 3.0, glTF is supported.
- glTF 2.0 *(recommended)*
- Collada
- OBJ
- FBX (static meshes only)
FBX is supported via the Open Asset Import library. However, FBX is proprietary
so we recommend using other formats listed above, if suitable for your workflow.
FBX support is the fruit of reverse engineering via the Open Asset Import library.
However, FBX is proprietary so we recommend using other formats listed above,
if suitable for your workflow.
You can find more detailed information on supported formats, and how to export
and import them for Godot :ref:`here <doc_importing_3d_scenes>`.
Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?
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