@@ -38,21 +38,21 @@ scale.
38383D content
3939~~~~~~~~~~
4040
41- Unlike 2D, where loading image content and drawing is straightforward,
42- 3D is a little more difficult. The content needs to be created with
43- special 3D tools (usually referred to as Digital Content Creation tools, or
44- DCCs) and exported to an exchange file format to be imported in
45- Godot. This is required since 3D formats are not as standardized as images.
41+ Unlike 2D, where loading image content and drawing is straightforward, 3D is a
42+ little more difficult. The content needs to be created with special 3D tools
43+ (also called Digital Content Creation tools, or DCCs) and exported to an
44+ exchange file format to be imported in Godot. This is required since 3D formats
45+ are not as standardized as images.
4646
47- DCC-created models
48- ------------------
47+ Maually authored models (using 3D modeling software)
48+ ----------------------------------------------------
4949
5050.. FIXME: Needs update to properly description Godot 3.x workflow
5151 (used to reference a non existing doc_importing_3d_meshes importer).
5252
53- There are two pipelines to import 3D models in Godot. The first and most
54- common one is by :ref: `doc_importing_3d_scenes `, which allows you to import
55- entire scenes (exactly as they look in the DCC ), including animation,
53+ There are two pipelines to import 3D models in Godot. The first and most common
54+ one is by :ref: `doc_importing_3d_scenes `, which allows you to import entire
55+ scenes (exactly as they look in the 3D modeling software ), including animation,
5656skeletal rigs, blend shapes, etc.
5757
5858The second pipeline is by importing simple .OBJ files as mesh resources,
@@ -130,12 +130,12 @@ system for everything in 3D, with 1 unit being equal to 1 meter.
130130Physics and other areas are tuned for this scale. Therefore, attempting to use a
131131different scale is usually a bad idea (unless you know what you are doing).
132132
133- When working with 3D assets, it's always best to work in the correct
134- scale (set your DCC to metric ). Godot allows scaling post-import and,
135- while this works in most cases, in rare situations it may introduce
136- floating-point precision issues (and thus, glitches or artifacts) in
137- delicate areas such as rendering or physics. Make sure your artists
138- always work in the right scale!
133+ When working with 3D assets, it's always best to work in the correct scale (set
134+ the unit to metric in your 3D modeling software ). Godot allows scaling
135+ post-import and, while this works in most cases, in rare situations it may
136+ introduce floating-point precision issues (and thus, glitches or artifacts) in
137+ delicate areas such as rendering or physics. Make sure your artists always work
138+ in the right scale!
139139
140140The Y coordinate is used for "up". As for the horizontal X/Z axes, Godot uses a
141141**right-handed ** coordinate system. This means that for most objects that need
0 commit comments