honya Posted January 29, 2017 Share Posted January 29, 2017 Hi, i like to have option on Import FBX in editor to set, that i want all skinned surfaces in fbx import to one mesh file, that means that import all surfaces to one mesh file, not like now, when each surface is imported to separate mesh. Thanks Honya Link to comment
silent Posted January 30, 2017 Share Posted January 30, 2017 honya, Could you please provide us typical skinned models (FBX with textures) for that use-case? Also if you can give us more information why it should be done - it would be very helpful. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted January 30, 2017 Share Posted January 30, 2017 Reason is simple, there is no reason why to have all parts/lods of model in several meshes. As sample you can use for example file attached here: https://developer.unigine.com/forum/topic/4156-unigine-24-beta/page-2#entry21868 For standard meshes there is already check box, which merges everything (without it I have all LODs as separate meshes), but it does not work for skinned meshes. Link to comment
demostenes Posted December 1, 2017 Share Posted December 1, 2017 Any progress with this? Link to comment
silent Posted December 5, 2017 Share Posted December 5, 2017 Hi Jirka, There was no updates on this, sorry. Task itself is not closed yet, so in case of any updates I will surely let you know. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted December 5, 2017 Share Posted December 5, 2017 (edited) I dont understand reason, why each LOD of skinned mesh should be all the time single file. I can understand cases, when it makes sense (extra high poly LOD0 and very low poly LODx for big distance which will be loaded most of time, so it will save some memory and loading time), but this I can do anyway, it makes more sene for standard meshes and such cases must be chosen wisely with contex of whole scene. Creating some cascade lods is done in optimization step after finishing scene anyway. Currently we are still using old 3dsmax plugin for skinned mesh import and this is starting to be not compatible with editor 2.6 workflow. We are stitching together parts of character via code and having all lods separated will make whole handling logic more complicated. And probably with lower performance, bacuse I would stich meshes 3x more often because of 3 lods without any reason. So It must be under our control, how will be mesh imported. Edited December 5, 2017 by demostenes Link to comment
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