demostenes Posted March 19, 2020 Share Posted March 19, 2020 (edited) If you have mesh as fbx (new workflow) and load it into mesh clutter (as .fbx), you dont see surfaces in surfaces menu (it probably does not load its .mesh from .runtime folder). It works only with .mesh. Unigine 2.10. Edited March 19, 2020 by demostenes Link to comment
silent Posted March 20, 2020 Share Posted March 20, 2020 Yep, this is currently known issue. Asset widget should do a better filtering of the incompatible assets.Will take a look into this after the 2.11 update. Thanks for pointing that out. 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 March 20, 2020 Author Share Posted March 20, 2020 (edited) 50 minutes ago, silent said: Yep, this is currently known issue. Asset widget should do a better filtering of the incompatible assets.Will take a look into this after the 2.11 update. Thanks for pointing that out. In case somebody is using pure fbx workflow (and there is no reason not to for new projects), he wouldnt be able to use mesh clutter....probably better solution would be to teach clutter how to read .mesh from runtime based on its fbx. Or maybe even load the .node instead of .mesh, to save some small time of setting textures, etc... Edited March 20, 2020 by demostenes Link to comment
silent Posted March 20, 2020 Share Posted March 20, 2020 Yep, we understand that it might be confusing, but currently you have to select the exact .mesh from inside the FBX file for clutter to work. We have couple of ideas how to improve this, but it will need some time to actually test and implement. 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 March 20, 2020 Author Share Posted March 20, 2020 3 hours ago, silent said: Yep, we understand that it might be confusing, but currently you have to select the exact .mesh from inside the FBX file for clutter to work. We have couple of ideas how to improve this, but it will need some time to actually test and implement. Maybe just simple message Cant load this file, because fbx contains more than one mesh? :) Not our use case, we are still using mostly meshes, but... Link to comment
rich.metcalf Posted May 13, 2020 Share Posted May 13, 2020 Hi. Is there an estimated timeline for this fix? Is there temporary workaround until this is addressed? Thank you. Link to comment
morbid Posted May 14, 2020 Share Posted May 14, 2020 Three possible workarounds: You can copy mesh from the FBX (just open FBX as a folder) When creating clutter open fbx as a folder and select any mesh (you might want to reimport the FBX with "Merge Static Meshes" option for this Or you can use "Export to mesh" feature. 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
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