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Add ufbx importer article
The ufbx FBX importer is a big shift in import format support, and there are some gotchas and new features that users should know about.
This is still a draft for now since it does not yet have pictures.
Feedback from reviewers:
Use extreme caution when changing the importer of an existing .fbx from FBX2glTF to ufbx: the two will have different node hierarchies, which will break modifications made in instanced scenes, NodePath references in scripts, affect rest poses of skeletons and possibly mix up surface override materials due to the change in surface ordering.
Was suggested to emphasize this more. Our current users are our most important users and the primary readers of the blog. Not everyone will go to the bottom of the page.
I would like some note of this feature https://github.com/godotengine/godot/issues/90314#issuecomment-2044107516 since our users mostly are from blender fbx but we are biasing towards the fbx sdk.
Updated the text of the article
I would like some note of this feature https://github.com/godotengine/godot/issues/90314#issuecomment-2044107516 since our users mostly are from blender fbx
That issue relates to FBX units scale and how to export from Blender with 1 meter units, so I added a note to address this:
Another slight difference exists in the way FBX units are applied. The ufbx integration in Godot scales meshes directly rather than scaling nodes. Note that Blender by default exports objects at 100x scale, using 1cm units, To avoid unexpectedly scaled transforms, we recommend exporting from Blender with the setting "Apply Scalings" set to "FBX Units Scale", which will export the file as 1m units.
We probably want a image! /storage/blog/covers/PlaceHolder.webp
Added a nice cover image. Thanks, @adamscott I think this should make it ready to publish.
Only thing that might be missing is Lyuma's profile picture, and then maybe you could link to v-sekai and unidot at the end when you mention them. Not a blocker, so up to you @lyuma
Thank you everyone! 💖
Link report the issues you find goes to https://godotengine.org/godotengine/godot/issues which is a dead link