ResourceImporterScene

Inherits: ResourceImporter < RefCounted < Object

Imports a glTF, FBX, Collada or Blender 3D scene.

Description

See also ResourceImporterOBJ, which is used for OBJ models that can be imported as a standalone 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.

Tutorials

Properties

Dictionary

_subresources

{}

float

animation/fps

30

bool

animation/import

true

bool

animation/remove_immutable_tracks

true

bool

animation/trimming

false

String

import_script/path

""

bool

meshes/create_shadow_meshes

true

bool

meshes/ensure_tangents

true

bool

meshes/generate_lods

true

int

meshes/light_baking

1

float

meshes/lightmap_texel_size

0.2

bool

nodes/apply_root_scale

true

String

nodes/root_name

""

float

nodes/root_scale

1.0

String

nodes/root_type

""

bool

skins/use_named_skins

true


Property Descriptions

Dictionary _subresources = {}

Contains properties for the scene's subresources. This is an internal option which is not visible in the Import dock.


float animation/fps = 30

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).


bool animation/import = true

If true, import animations from the 3D scene.


bool animation/remove_immutable_tracks = true

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.


bool animation/trimming = false

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.


String 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.


bool meshes/create_shadow_meshes = true

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).


bool meshes/ensure_tangents = true

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.


bool meshes/generate_lods = true

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.


int meshes/light_baking = 1

Configures the meshes' GeometryInstance3D.gi_mode in the 3D scene. If set to Static Lightmaps, sets the meshes' GI mode to Static and generates UV2 on imp