ResourceImporterOBJ

Inherits: ResourceImporter < RefCounted < Object

Imports an OBJ 3D model as an independent Mesh or scene.

Description

Unlike ResourceImporterScene, ResourceImporterOBJ will import a single Mesh resource by default instead of importing a PackedScene. This makes it easier to use the Mesh resource in nodes that expect direct Mesh resources, such as GridMap, GPUParticles3D or CPUParticles3D. Note that it is still possible to save mesh resources from 3D scenes using the Advanced Import Settings dialog, regardless of the source format.

See also ResourceImporterScene, which is used for more advanced 3D formats such as glTF.

Tutorials

Properties

bool

force_disable_mesh_compression

false

bool

generate_tangents

true

Vector3

offset_mesh

Vector3(0, 0, 0)

bool

optimize_mesh

true

Vector3

scale_mesh

Vector3(1, 1, 1)


Property Descriptions

bool force_disable_mesh_compression = false 🔗

If true, mesh compression will not be used. Consider enabling if you notice blocky artifacts in your mesh normals or UVs, or if you have meshes that are larger than a few thousand meters in each direction.


bool generate_tangents = true 🔗

If true, generate vertex tangents using Mikktspace if the source mesh doesn’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.


Vector3 offset_mesh = Vector3(0, 0, 0) 🔗

Offsets the mesh’s data by the specified value. This can be used to work around misaligned meshes without having to modify the source file.


bool optimize_mesh = true 🔗

Unused parameter. This currently has no effect.


Vector3 scale_mesh = Vector3(1, 1, 1) 🔗

Scales the mesh’s data by the specified value. This can be used to work around misscaled meshes without having to modify the source file.


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