diff --git a/about/faq.rst b/about/faq.rst index 32935bc14..93805f173 100644 --- a/about/faq.rst +++ b/about/faq.rst @@ -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? -------------------------------------------------- +What 3D model formats does Godot support? +----------------------------------------- -Godot supports Collada via the `OpenCollada `_ exporter (Maya, 3DSMax). -If you are using Blender, take a look at our own `Better 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 `. Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot? -----------------------------------------------------------------------------