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Support COLLADA2GLTF for better imports. #63072

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4 changes: 4 additions & 0 deletions doc/classes/ProjectSettings.xml
Original file line number Diff line number Diff line change
Expand Up @@ -612,6 +612,10 @@
If [code]true[/code], Blender 3D scene files with the [code].blend[/code] extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 or later is required.
</member>
<member name="filesystem/import/dae/enabled" type="bool" setter="" getter="" default="true">
If [code]true[/code], Collada 3D scene files with the [code].dae[/code] extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a COLLADA2GLTF executable in the editor settings at [code]filesystem/import/dae/collada2gltf_path[/code].
</member>
<member name="filesystem/import/fbx/enabled" type="bool" setter="" getter="" default="true">
If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a FBX2glTF executable in the editor settings at [code]filesystem/import/fbx/fbx2gltf_path[/code].
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5 changes: 0 additions & 5 deletions editor/editor_node.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -105,7 +105,6 @@
#include "editor/export_template_manager.h"
#include "editor/filesystem_dock.h"
#include "editor/import/dynamic_font_import_settings.h"
#include "editor/import/editor_import_collada.h"
#include "editor/import/resource_importer_bitmask.h"
#include "editor/import/resource_importer_bmfont.h"
#include "editor/import/resource_importer_csv_translation.h"
Expand Down Expand Up @@ -6055,10 +6054,6 @@ EditorNode::EditorNode() {
ResourceFormatImporter::get_singleton()->add_importer(import_animation);

{
Ref<EditorSceneFormatImporterCollada> import_collada;
import_collada.instantiate();
ResourceImporterScene::add_importer(import_collada);

Ref<EditorOBJImporter> import_obj2;
import_obj2.instantiate();
ResourceImporterScene::add_importer(import_obj2);
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