shown in other instead.
The Import option allows you to import node references and FBX files.
- Functions of the AutodeskImport class that can be used when the Autodesk FBX import plugin is loaded
FBX Files Import
The FBX file can be imported directly via UnigineEditor and converted to ObjectMeshStatic. The following components are imported along with the file:
- Polygonal geometry
- Full elements hierarchy
- Tangent space
To import the file, do the following:
- Copy FBX assets under <UnigineSDK>/data folder. This step is recommended if you want to save the Unigine world with converted meshes and textures.
- Click Import -> FBX File in the Menu bar.
- Specify the path to the *.fbx file.
- Specify import options and click Ok.
- Specify the path to the existing material (if imported) or create the new one.
|Info||Displays information on the loaded file:
|Merge static meshes||Merges all of the children static meshes in one (names it after the parent mesh). All of the meshes surfaces will be copied and shown in the Surfaces tab.
This option affects only objects without LODs
|Optimize vertex cache||Performs vertex cache optimization. This option reorders an indexed triangle list to improve vertex cache utilization in run time. It can be turned off for a quicker saving; however, it should always be turned on if saving the final version.|
|Import joints||Imports the hierarchy of the joints (bones) for animated FBX assets. Joints are imported as a hierarchy of Dummy nodes. If this option is disabled, imported animations for a mesh still work.|
|Import lights||Imports light sources from an FBX scene into Unigine:
|Import cameras||Imports cameras from an FBX scene. They are converted into PlayerDummy (cameras without physical properties). Both types of projection are supported in Unigine:
|Import materials||Creates materials for the imported scene. They include the following textures:
|Select workflow||Provides an interface to choose a workflow for the imported physically based materials (if any).
|Import textures||Converts textures into Unigine-ready DDS format and saves them into the textures folder. This option requires Import materials option also to be checked. For missing textures, the default textures from data/core.ung will be used.|
|Compress textures||Compresses textures and creates mipmaps, if necessary. This option requires Import textures option to be checked as well.|
|Import animations||Imports animation for animated FBX assets. Skinned animations are saved into separate *.anim files.|
|Import tangent space||Imports built-in tangent space data instead of recalculating it for ObjectMeshStatic.
If the option is checked, but an FBX asset has no tangent space, it will be calculated with orientation for the right-handed coordinate system.
|Verbose operations||Displays a dialog if meshes or textures need to be rewritten (when an FBX asset is added into the Unigine world for the second time or more).|
|Mesh prefix||Adds a prefix to the name of created meshes. For example, with a prefix my_, a mesh MeshName will be imported as my_MeshName.|
|Material prefix||Adds a prefix to the name of created materials. For example, with a prefix prefix_, an imported material will be named as prefix_MeshName.|
|Texture prefix||Adds a prefix to the name of created textures. For example, with a prefix prefix_, an imported texture will be named as prefix_TextureName.|
|Scale||Scales the imported asset.|
|Animation FPS||Sets FPS for the animation if it is imported.|
|Combine by LODs||Enables combining meshes imported from a single FBX file by LODs. When this option is enabled, a set of additional parameters is displayed.|
Combining Meshes by LODs
This option enables combining meshes imported from a single FBX-file by LODs. The following parameters are available:
|Max count||Sets the maximum number of LODs to be imported from an FBX file. This parameter determines the number of fields for postfixes and min visibility distances to be specified.|
A postfix for each LOD used to group objects in an FBX-file into a corresponding LOD. The names of generated surfaces will be as follows: material_name + LOD_postfix.
Make sure that the same postfixes were used when creating objects in a 3D editor.
For example, we have an FBX file with 4 meshes (materials are given in parentheses):
|Min visibility||Minimum visibility distance for each LOD. Maximum visibility distance of each LOD is equal to the minimum visibility distance of the next LOD. Maximum visibility distance of the last LOD is equal to inf|
Node File Reference Import
This option allows importing a node reference into the world: after clicking Import -> Node File Reference, choose the required .node file in the file dialog window and click Ok.
Node File Contents Import
This option allows importing a node into the world.