Class ResourceImporterScene
Imports a glTF, FBX, Collada or Blender 3D scene.
- Inheritance
-
ResourceImporterScene
Remarks
See also ResourceImporterOBJ, which is used for OBJ models that can be imported as an independent Mesh or a scene.
Additional options (such as extracting individual meshes or materials to files) are available in the Advanced Import Settings dialog. This dialog can be accessed by double-clicking a 3D scene in the FileSystem dock or by selecting a 3D scene in the FileSystem dock, going to the Import dock and choosing Advanced.
Note: ResourceImporterScene is not used for PackedScenes, such as .tscn
and .scn
files.
See Also
Properties
_subresources
Contains properties for the scene's subresources. This is an internal option which is not visible in the Import dock.
var _subresources : Dictionary = {}
Property Value
animation/fps
The number of frames per second to use for baking animation curves to a series of points with linear interpolation. It's recommended to configure this value to match the value you're using as a baseline in your 3D modeling software. Higher values result in more precise animation with fast movement changes, at the cost of higher file sizes and memory usage. Thanks to interpolation, there is usually not much benefit in going above 30 FPS (as the animation will still appear smooth at higher rendering framerates).
var animation/fps : float = 30
Property Value
animation/import
If true
, import animations from the 3D scene.
var animation/import : bool = true
Property Value
animation/import_rest_as_RESET
If true
, adds an Animation named RESET
, containing the Skeleton3D.get_bone_rest from Skeleton3D nodes. This can be useful to extract an animation in the reference pose.
var animation/import_rest_as_RESET : bool = false
Property Value
animation/remove_immutable_tracks
If true
, remove animation tracks that only contain default values. This can reduce output file size and memory usage with certain 3D scenes, depending on the contents of their animation tracks.
var animation/remove_immutable_tracks : bool = true
Property Value
animation/trimming
If true
, trim the beginning and end of animations if there are no keyframe changes. This can reduce output file size and memory usage with certain 3D scenes, depending on the contents of their animation tracks.
var animation/trimming : bool = false
Property Value
import_script/path
Path to an import script, which can run code after the import process has completed for custom processing. See Using import scripts for automation for more information.
var import_script/path : String = ""
Property Value
meshes/create_shadow_meshes
If true
, enables the generation of shadow meshes on import. This optimizes shadow rendering without reducing quality by welding vertices together when possible. This in turn reduces the memory bandwidth required to render shadows. Shadow mesh generation currently doesn't support using a lower detail level than the source mesh (but shadow rendering will make use of LODs when relevant).
var meshes/create_shadow_meshes : bool = true
Property Value
meshes/ensure_tangents
If true
, generate vertex tangents using Mikktspace if the input meshes don't have tangent data. When possible, it's recommended to let the 3D modeling software generate tangents on export instead on relying on this option. Tangents are required for correct display of normal and height maps, along with any material/shader features that require tangents.
If you don't need material features that require tangents, disabling this can reduce output file size and speed up importing if the source 3D file doesn't contain tangents.
var meshes/ensure_tangents : bool = true
Property Value
meshes/force_disable_compression
If true
, mesh compression will not be used. Consider enabling if you notice blocky artifacts in your mesh normals or UVs, or if you have meshes that are larger than a few thousand meters in each direction.
var meshes/force_disable_compression : bool = false
Property Value
meshes/generate_lods
If true
, generates lower detail variants of the mesh which will be displayed in the distance to improve rendering performance. Not all meshes benefit from LOD, especially if they are never rendered from far away. Disabling this can reduce output file size and speed up importing. See Mesh level of detail (LOD) for more information.
var meshes/generate_lods : bool = true
Property Value
meshes/light_baking
Configures the meshes' gi_mode in the 3D scene. If set to Static Lightmaps, sets the meshes' GI mode to Static and generates UV2 on import for LightmapGI baking.
var meshes/light_baking : int = 1
Property Value
meshes/lightmap_texel_size
Controls the size of each texel on the baked lightmap. A smaller value results in more precise lightmaps, at the cost of larger lightmap sizes and longer bake times.
Note: Only effective if meshes/light_baking is set to Static Lightmaps.
var meshes/lightmap_texel_size : float = 0.2
Property Value
nodes/apply_root_scale
If true
, nodes/root_scale will be applied to the descendant nodes, meshes, animations, bones, etc. This means that if you add a child node later on within the imported scene, it won't be scaled. If false
, nodes/root_scale will multiply the scale of the root node instead.
var nodes/apply_root_scale : bool = true
Property Value
nodes/import_as_skeleton_bones
Treat all nodes in the imported scene as if they are bones within a single Skeleton3D. Can be used to guarantee that imported animations target skeleton bones rather than nodes. May also be used to assign the "Root"
bone in a BoneMap. See Retargeting 3D Skeletons for more information.
var nodes/import_as_skeleton_bones : bool = false
Property Value
nodes/root_name
Override for the root node name. If empty, the root node will use what the scene specifies, or the file name if the scene does not specify a root name.
var nodes/root_name : String = ""
Property Value
nodes/root_scale
The uniform scale to use for the scene root. The default value of 1.0
will not perform any rescaling. See nodes/apply_root_scale for details of how this scale is applied.
var nodes/root_scale : float = 1.0
Property Value
nodes/root_type
Override for the root node type. If empty, the root node will use what the scene specifies, or Node3D if the scene does not specify a root type. Using a node type that inherits from Node3D is recommended. Otherwise, you'll lose the ability to position the node directly in the 3D editor.
var nodes/root_type : String = ""
Property Value
nodes/use_node_type_suffixes
If true
, use suffixes in the node names to determine the node type, such as -col
for collision shapes. Disabling this makes editor-imported files more similar to the original files, and more similar to importing files at runtime. See Node type customization using name suffixes for more information.
var nodes/use_node_type_suffixes : bool = true
Property Value
skins/use_named_skins
If checked, use named Skins for animation. The MeshInstance3D node contains 3 properties of relevance here: a skeleton NodePath pointing to the Skeleton3D node (usually ..
), a mesh, and a skin:
The Skeleton3D node contains a list of bones with names, their pose and rest, a name and a parent bone.
The mesh is all of the raw vertex data needed to display a mesh. In terms of the mesh, it knows how vertices are weight-painted and uses some internal numbering often imported from 3D modeling software.
The skin contains the information necessary to bind this mesh onto this Skeleton3D. For every one of the internal bone IDs chosen by the 3D modeling software, it contains two things. Firstly, a matrix known as the Bind Pose Matrix, Inverse Bind Matrix, or IBM for short. Secondly, the Skin contains each bone's name (if skins/use_named_skins is
true
), or the bone's index within the Skeleton3D list (if skins/use_named_skins isfalse
).
Together, this information is enough to tell Godot how to use the bone poses in the Skeleton3D node to render the mesh from each MeshInstance3D. Note that each MeshInstance3D may share binds, as is common in models exported from Blender, or each MeshInstance3D may use a separate Skin object, as is common in models exported from other tools such as Maya.
var skins/use_named_skins : bool = true