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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

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 or
Skinned Mesh
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:
  • assigning different materials
  • creating LODs
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).

Notice
Also you can export a spline along which an object moves. Such spline will be saved to a *.path file.

Conversion Methods

Conversion of files into a Unigine native formats can be done in several ways.

Assets conversion options
Notice
Autodesk 3ds Max and Autodesk Maya plugins also support export of the mesh files.

To import the FBX files, use the following ways of importing assets.

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:

  • 3DS
  • LightWave Objects (LWO)
  • Wavefront (OBJ)
  • ASCII Scene Export (ASE)
  • COLLADA (DAE)
Last update: 2018-06-04
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