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Showing results for tags 'node reference'.
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Export Node, Mesh, Materials and Textures to load them later over c++ api
sebastian.vesenmayer posted a topic in Content Creation
Hi, is there a fast way to export a Node reference with all its subobjects (objects,meshes,materials,textures) into a single folder. Our Artist imported a fbx file in Unigine Editor and I want only the converted assets, to load it later with the c++ api on the fly at any given location in the filesystem dynamically. I know, that they are saved in the .runtime folder, but it is hard to search for every object/mesh/material/texture manually with a few hundred subobjects uglyfied. Thanks, Sebastian -
World::get()->saveNode() Missing Geometric componants
zhang.jian_bin posted a topic in C++ Programming
i'm developing in the exe mode, not the plugin mode. The version is 2.3, and i had done as follows: 1 create Mesh 2 add the Mesh with 1 a sphere surface 2 a cube surface (set vertices and indices one by one) 3 construct ObjectMeshStatic from the Mesh 4 set setMaterial, setProperty,for the ObjectMeshStatic 5 save the node by using World::get()->saveNode("F:/mydemos/myTest1/data/Yaya.node") it is all right currently, but the node file has no geometric info. if i did so in the editor, the geometric info would appeared in the XML tag <vertex> and <indices> here is my node file: <?xml version="1.0" encoding="utf-8"?> <nodes version="2.3"> <node type="ObjectMeshStatic" id="1584404555" name="someName"> <mesh_name/> <surface name="someSurfaceName" material="mesh_base" property="surface_base"/> <transform>1 0 0 0.0 0 1 0 0.0 0 0 1 0.0 0 0 9.99999974738e-005 1.0</transform> </node> </nodes> How can i export a reference node like the editor do?