romain.janil Posted September 29, 2021 Share Posted September 29, 2021 Hi, would it be possible also to add Max Visibility param (and eventually all other settings (min fade, max fade) in fbx asset. import parameters. In order to streamline an import process of many (thousands) fbxs containing named meshes with postfixes. If not immediately possible what would most clever workflow to do that? thanks Link to comment
romain.janil Posted September 29, 2021 Author Share Posted September 29, 2021 related to that somehow, how do you set default import fbx settings on a per-project basis or is it a Unigine config which should modified somewhere? (ie: all imported fbx in a mount point for instance should be imported with specific settings (postfixes, min visibility, uncheck of some settings etc) thanks Link to comment
bmyagkov Posted September 29, 2021 Share Posted September 29, 2021 Hello! 56 minutes ago, romain.janil said: related to that somehow, how do you set default import fbx settings on a per-project basis or is it a Unigine config which should modified somewhere? (ie: all imported fbx in a mount point for instance should be imported with specific settings (postfixes, min visibility, uncheck of some settings etc) thanks According on documentation, it's said following thing: These settings are stored globally in the editor configuration file and simply remember what settings was used for previous asset to import. Quote Hi, would it be possible also to add Max Visibility param (and eventually all other settings (min fade, max fade) in fbx asset. import parameters. In order to streamline an import process of many (thousands) fbxs containing named meshes with postfixes. If not immediately possible what would most clever workflow to do that? At the moment you could only adjust Min Visibility settings by activate "Combine by Postfixes" checkbox at import settings window. The maximum visibility value will be automatically inherit value from minimum visibility of following LOD. Speaking about Fade settings, unfortunately, there is no such possibility to adjust those settings now. Correct me if I'm wrong, but if you need to import a large number of assets with the same settings, but you do not have the opportunity to configure them at the import stage. Can you do this later by moving desired objects into the world and using multi-selects to select all the nodes and set all the necessary settings at once? Link to comment
romain.janil Posted September 29, 2021 Author Share Posted September 29, 2021 30 minutes ago, bmyagkov said: Hello! According on documentation, it's said following thing: That's what I thought but in fact this doesn't work when fbx are "generated" in data folder or in a mount point and thus import happens automatically, I mean not dragged and dropped in the asset browser. In that case all import settings are default ones, which doesn't work for me. Link to comment
romain.janil Posted September 29, 2021 Author Share Posted September 29, 2021 Hi, in fact this works ONLY if a drag and drop (raising the import Extern asset settings modal window) occurred first...then all automatically imported assets from a moint point will have same settings applied... go figure. Link to comment
bmyagkov Posted September 30, 2021 Share Posted September 30, 2021 15 hours ago, romain.janil said: Hi, in fact this works ONLY if a drag and drop (raising the import Extern asset settings modal window) occurred first...then all automatically imported assets from a moint point will have same settings applied... go figure. Hello! Indeed, first you must write the settings to the config by import at least one asset and after that, any data loaded through the explorer or mount point will be imported using the previously specified settings without calling the interface window Link to comment
romain.janil Posted October 7, 2021 Author Share Posted October 7, 2021 Hello, returning to first post : setting cross lod fading of surfaces afterward in editor is really cumbersome while min and max visibility are already settable at import time. As I tried to precise, I'm spekaing of thousands "generated" assets, which eventually may even be loaded at runtime (but that's another story not in scope here). It would be very nice also if we could set the same way cross fading between surface lods at import: or something equivalent in a more clever way (ie: postFix contains string for all settings in a conventional order with a separator for instance...) Link to comment
silent Posted October 13, 2021 Share Posted October 13, 2021 romain.janil Just to understand use-case more clearly - is there currently any difficulties to adjust these parameters after importing (by simply multi-selecting all the meshes and adjusting all the LODs at once)? 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
romain.janil Posted October 13, 2021 Author Share Posted October 13, 2021 well it's to streamline the process, when dealing with few or many classic "unitary" assets this ok to do so in editor, but once you deal with procedurally generated geometries or tiled objects (ie, geotiled photomeshes) in thousands this is another story... Link to comment
romain.janil Posted June 13, 2022 Author Share Posted June 13, 2022 HI, this topic should be considered closed or solved as 2.15.1 introduced this feature. Cheers 1 Link to comment
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