16 lines
1.5 KiB
Markdown
16 lines
1.5 KiB
Markdown
# Blender and model import
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1. Check the model's scale, armature, deformations and animation names.
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2. Export **glTF 2.0 → GLB** so geometry and textures travel in one file.
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3. Include skinning and the desired animation actions/NLA tracks in the export settings.
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4. Use **Импорт GLB** in Forma or drag the file into the editor. Import errors appear in the console.
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5. Preview imported animation clips from the animation component. Choose clip names in your project scripts.
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6. Add colliders and rigid-body or character components as needed. A model with feet at `y = 0` often needs an upward collider offset.
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7. Attach a behaviour to add movement or other interactions. A model alone does not provide game logic.
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Forma imports glTF PBR materials, model textures, skeletons and animation clips. Blender procedural materials and geometry-node workflows do not transfer directly; bake or apply them before export.
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Self-contained `.gltf` files with data URIs are supported. External `.bin` and texture file sets are not assembled by the editor; GLB is the simplest portable path. Draco, Meshopt and KTX2-compressed assets are rejected by the current importer to avoid external decoder requirements.
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Blender MCP is optional and is not installed by this repository. Forma's `arena` and `character` generators create editable hierarchies; `extrude`, `lathe` and `mesh_create` provide geometry tools without Blender. The compound character generator does not create a rig, and no neural text-to-3D model is bundled.
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