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This page is up to date for Godot 4.3.
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Model export considerations
Before exporting a 3D model from a 3D modeling application, such as Blender, there are some considerations that should be taken into account to ensure that the model follows the conventions and best practices for Godot.
3D asset direction conventions
Godot uses a right-handed, Y-is-up coordinate system, with the -Z axis as the camera's forward direction. This is the same as OpenGL. This implies that +Z is back, +X is right, and -X is left for a camera.
The convention for 3D assets is to face the opposite direction as the camera, so that characters and other assets are facing the camera by default. This convention is extremely common in 3D modeling applications, and is codified in glTF as part of the glTF 2.0 specification. This means that for oriented 3D assets (such as characters), the +Z axis is the direction of the front, so -Z is the rear, +X is the left side, and -X is the right side for a 3D asset. In Blender, this means that +Y is rear and -Y is front for an asset.
When rotating an oriented 3D asset in Godot, use the use_model_front
option on the look_at functions, and use the Vector3.MODEL_*
constants to perform calculations in the oriented asset's local space.
For assets without an intrinsic front side or forward direction, such as a game map or terrain, take note of the cardinal directions instead. The convention in Godot and the vast majority of other applications is that +X is east and -X is west. Due to Godot's right-handed Y-is-up coordinate system, this implies that +Z is south and -Z is north. In Blender, this means that +Y is north and -Y is south.
Exporter les textures séparément
Si les textures peuvent être exportées avec un modèle dans certains formats de fichier, comme glTF 2.0, vous pouvez également les exporter séparément. Godot utilise le PBR (rendu à base physique) pour ses matériaux, donc si un programme de texturation peut exporter des textures PBR, elles peuvent fonctionner dans Godot. Cela inclut la suite Substance, ArmorPaint (open source), et Material Maker (open source).
Voir aussi
Pour plus d'informations sur les matériaux de Godot, voir Standard Material 3D and ORM Material 3D.
Considérations relatives à l'exportation
Comme les cartes graphiques ne peuvent dessiner que des triangles, les maillages qui contiennent des quads ou des N-gons doivent être triangulés avant de pouvoir être dessiner. Godot peut trianguler les maillages à l'importation, mais les résultats peuvent être imprévisibles ou incorrects, en particulier avec les N-gons. Indépendamment de l'application cible, la triangulation avant l'exportation de la scène conduira à des résultats plus cohérents et devrait être faite chaque fois que possible.
To avoid issues with incorrect triangulation after importing in Godot, it is recommended to make the 3D modeling software triangulate objects on its own. In Blender, this can be done by adding a Triangulate modifier to your objects and making sure Apply Modifiers is checked in the export dialog. Alternatively, depending on the exporter, you may be able to find and enable a Triangulate Faces option in the export dialog.
To avoid issues with 3D selection in the editor, it is recommended to apply the object transform in the 3D modeling software before exporting the scene.
Note
Il est important que le maillage ne soit pas déformé par les os lors de l'exportation. Assurez-vous que le squelette soit réinitialisé à sa position T ou à sa position de repos par défaut avant d'exporter avec votre éditeur 3D préféré.
Lighting considerations
While it's possible to import lights from a 3D scene using the glTF, .blend
or Collada formats, it's generally advised to design the scene's lighting in the
Godot editor after importing the scene.
This allows you to get a more accurate feel for the final result, as different engines will render lights in a different manner. This also avoids any issues with lights appearing excessively strong or faint as a result of the import process.