shown in other instead.
3D Models Requirements
This article describes the recommended methods of importing 3D geometry (3D models) to UNIGINE by means of UnigineEditor.
The FBX file format is recommended for working with 3D geometry. Export to .fbx is supported by the most popular 3D editors: Autodesk Maya, Autodesk 3ds Max, Blender, Modo, etc.
After importing the .fbx file into UNIGINE a so-called runtime file is generated in an internal MESH file format for the source file. The created .mesh file is saved to the data/.runtimes folder that is created in the same directory as the source .fbx file in the data root folder.
In terms of UnigineEditor, the imported file becomes an Asset, a "unit of work" that is useful in world building. After adding to the virtual world, geometry of the asset (same as any object in the scene) becomes the node and can be seen in the World Hierarchy window. Any material, assigned to this geometry, becomes the single surface of this node (surfaces can be found in the Surfaces section on the Node tab of the Parameters window).
The mesh limitations set in UNIGINE:
|Maximum number of vertices per mesh||4,294,967,295|
|Maximum number of surfaces per mesh||32,768|
For example, in the 3D editor we have the car model consisting of five parts (the frame and four wheels). Two materials (car paint and glass) are assigned to the frame, one material (rubber) is assigned to each wheel. After exporting the model to .fbx and then importing to UNIGINE, five .mesh files will be created (according to the amount of car parts in the 3D editor):
- Each of the four wheels will have one surface, as one material has been assigned.
- The frame will have two surfaces (as two materials have been assigned).
- The names of the surfaces will correspond to the names of materials, assigned in the 3D editor.
- UNIGINE materials will be created automatically on the .fbx file import; their names will also correspond to the names of the 3D editor materials.
UNIGINE supports two UV channels for geometry. To specify whether to use 1st or 2nd channel use materials settings. For example, you can use the 1st channel for tiling, and the 2nd channel for the light map.
Level of Details#
If you want to create several variations of one object with different levels of detail (LOD), it is recommended to create them as separate surfaces. This will allow you to reduce the amount of nodes in the hierarchy and simplify the settings of the LODs visibility. The amount of polygons in the neighbouring LODs should differ at least 2-3 times. The recommended amount of LODs is 2 or 3 (more LODs will cause big CPU load).
To import LODs (different objects) to UNIGINE as different surfaces of one node, choose the Merge static meshes option on FBX import.
UNIGINE supports the most popular bitmap texture formats: .png, .jpg, .tiff, .dds, .tga, .rgb, .rgba, .psd, .hdr, .pgm, .ppm, .sgi with support for:
- 8, 16 and 32 bit precision per channel
- Alpha channel
- Baked MIP-levels
You can import texture of any type listed above: the runtime .dds file will be generated (if necessary) automatically.
Texture resolution should be power of two, for example: 128×128, 256×256, 512×512, 1024×1024, 2048×2048, etc. Both square and rectangular textures are supported (for example, 256×1024 pixels).
Texture resolution should not exceed 16384×16384.
The texture postfix is important as it defines the compression algorithms and used color channels. For example, the postfix _alb is for albedo textures, _n and _nrgb for normal textures, etc. The full list of postfixes is available here.
UNIGINE supports skinned mesh animation (3D model vertices have corresponding bones and their weights). The animated 3D model can be stored in two ways:
- In a single .mesh file containing both geometry and animation. This variant is usually used for simple objects (for example, lift doors).
- In separate files: .mesh (containing only geometry) and .anim (containing bones and their weights). Separate files are usually used for complex objects with a number of animation (for example, characters).
To export animation to .fbx from 3D editor choose Animation and Bake Animation and specify which frames should be exported. When importing the animated .fbx file to UNIGINE, separate .mesh (containing geometry) and .anim (containing animation) files will be created.
The limitations set in UNIGINE:
|Maximum amount of weights per vertex||4|
|Maximum amount of bones per surface||128|
|Maximum number of active morph targets per surface||7 for DX11 and OpenGL; unlimited for DX12 and Vulkan (100 is set by default)|
For file and surface names it is recommended to use English, low case, without spaces.