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Unigine Material Library
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
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Plugins for 3D Editors

For Unigine engine to render art assets, they need to be in the Unigine-native file formats:

Mesh Mesh (*.mesh) is a file format for static geometry. It supports multiple surfaces that can be used to:
  • assign different materials, or
  • create LODs.
If you want to move objects in Unigine, they should be exported as separate MESH files, rather than surfaces.
Skinned mesh Skinned mesh (*.smesh) is a file format for bone-based animation. It can contain:
  • a skinned mesh baked together with animation, or
  • only a bind pose.
Skinned mesh animation Skinned mesh animation (*.sanim) is a file format that contains only the skinned animation. It is used together with SMESH file that contains a bind pose. (This way you can have one skinned mesh and multiple animations for it).

Conversion of Art Assets into Unigine Formats

Assets conversion options

To export (and, in case of Autodesk 3ds Max and Maya, import) art content into Unigine-native file formats, plugins for 3D editors are supported:

Moreover, in ResourceEditor you can convert and save art assets into Unigine MESH format (for static geometry) if they are of the following formats:

  • 3DS
  • LightWave Objects (LWO)
  • Wavefront (OBJ)
  • ASCII Scene Export (ASE)

Automatic Installation of Plugins

When using one of the following installers for Windows:

  • Unigine Evaluation Kit installer
  • Unigine SDK binary installer
  • Unigine SDK source installer
  • Unigine Tools installer
all the plugins for installed versions of 3ds Max, Maya and Softimage (if the version is supported) are installed automatically.

If using zip archive SDK version, installation should be done manually. See the corresponding articles for more details.

Last update: 2017-07-03
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