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Art Assets Conversion
For Unigine engine to render art assets, they need to be in the Unigine-native file format: *.mesh.
If you want to move objects in Unigine, they should be exported as the separate MESH files rather than surfaces.
|Mesh (*.mesh) is a file format for static and skinned geometry.
It supports multiple surfaces and variable number of morph targets for each surface, and also multiple named animations stored in the single file. It allows for:
|Skinned mesh animation||Skinned mesh animation (*.anim) is a file format that contains only the skinned animation. It is used together with MESH file that contains a bind pose. (This way you can have one skinned mesh (*.mesh and multiple animations for it).|
Conversion of files into a Unigine native formats can be done in several ways.
To import art content into the Unigine-native file format, the following plugins for 3D editors are supported:
- Autodesk 3ds Max (versions 2013, 2014 and 2015)
- Autodesk Maya (versions 2013, 2014 and 2015)
- COLLADA editor plugin
- OpenFlight editor plugin
To import the FBX files, use the Import -> FBX File option on the menu bar.
Moreover, in ResourceEditor you can convert and save art assets into the Unigine MESH format (for static geometry) if they are of the following formats:
- LightWave Objects (LWO)
- Wavefront (OBJ)
- ASCII Scene Export (ASE)
- COLLADA (DAE)