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Merge pull request #4292 from skyace65/FaqTweak2
Improve supported 3D formats faq section
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@@ -152,16 +152,22 @@ The main reasons for creating a custom scripting language for Godot were:
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GDScript was designed to curtail the issues above, and more.
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What type of 3D model formats does Godot support?
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-------------------------------------------------
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What 3D model formats does Godot support?
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-----------------------------------------
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Godot supports Collada via the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax).
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If you are using Blender, take a look at our own `Better Collada Exporter <https://github.com/godotengine/collada-exporter>`_.
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Godot supports the following formats:
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As of Godot 3.0, glTF is supported.
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- glTF 2.0 *(recommended)*
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- Collada
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- OBJ
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- FBX (static meshes only)
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FBX is supported via the Open Asset Import library. However, FBX is proprietary
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so we recommend using other formats listed above, if suitable for your workflow.
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FBX support is the fruit of reverse engineering via the Open Asset Import library.
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However, FBX is proprietary so we recommend using other formats listed above,
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if suitable for your workflow.
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You can find more detailed information on supported formats, and how to export
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and import them for Godot :ref:`here <doc_importing_3d_scenes>`.
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Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?
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-----------------------------------------------------------------------------
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