3D Importer [Full Release]

I’ve personally been very interested in this issue. I spoke to quite a few people at RDC that also had this problem and I really think that Creators should never have to “worry” about asset IDs, the platform should just do the right thing for you every time.

Unfortunately, this is not the easiest problem to solve, but i believe it is possible.

To your earlier point, we will be working on providing configurations for the importer itself, this would let you define default behavior for the importer if you don’t like the defaults we currently have. One option that could make a lot of sense is to let you select if a certain type of node in the tree is unselected by default.

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If you click on a mesh node, you can select the option “Ignore Vertex Colors” which should do what you want.

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Brilliant stuff! Out of curiosity, is the mesh limit really 20,000 triangles? Whenever I tried batch uploading meshes for my game, I received a warning in studio telling me that the mesh exceeds the 10k triangle limit. How do I upload meshes that are 20,000 triangles?

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Oh, this is nice. I was hoping you could add a button for Ignore Vertex Colors for the whole fbx rather than just one mesh. Some scenes have hundreds of different meshes, though—the same thing with that double-sided feature.

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FInally now i don’t have to upload all of these as OBJ, it was a rough time to upload each parts for 12 min

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Thanks I always wanted a powerful 3d importer like that. Just being able to preview the 3d model within Roblox Studio to see if it looks good without uploading it is a huge help for anyone modeling for Roblox.

By the way thats a thing that I feel that must be improved, being able to preview assets such as images and meshes before actually uploading. For images we can use the Local File Importer plugin, but that feels like hacking the system, and now we have a mesh previewer.

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Now all we need is multiple textures support

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That is why you bake the textures in Blender and even for Unity you have to bake the textures. But that would be cool if they can do that

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There’s another way to upload 3D models to roblox (not just full meshes). Easy Mesh Importer - Roblox

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Probably off-topic, but since there is an FBX, OBJ Importer. How about we also add an FBX Exporter that works like Unity’s?

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although this feature so far has been a great addition in many levels comparing it to the classic method of uploading through the avatar importer (custom rig one). i think right now is not the right time to deprecate it as it is a very great alternative incase of facing errors like what i’m about to show.

my biggest critique on the 3D importer is that unlike the “custom rig” importer. this 3D importer would straight up fully fail when one single mesh of an entire collection of meshs fails to upload. this is extremely bad for someone like me whos internet speed is not good and would take some time to upload an asset.

Screenshot_5643

The custom rig however has the ability to auto retry over and over again until it does successfully upload. and if it fails after all the retries it will just continue the processing and will print out which mesh was loaded and which did not. i have been trying the 3D importer today and the auto retry doesnt seem like its an existing feature unlike the custom rig importer.
and to be fair even if the auto retry is in. it is extremely bad for an upload to just fail when a single mesh is the reason of its failure.

Please reconsider the deprecation as it is impossible for someone like me to even upload a mesh if this kind of error becomes a standard thing

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First, I posted this over in the Beta thread, and it might be unseen there. I suspect you saw it though, because my second point: animation behavior has completely changed today!

If there are NOT significant changes going on in the background, let me know. I have more to report! I’ll work around it for now.

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Solved animation loading for 11/22! Workaround for anyone loading animations today:

Problem: The “first bone” animation data does not automatically “Publish to Roblox” from the Animation Editor. I suspect this is an old issue, as I had old workaraounds.

This is technically the “second bone” in blender, as the Importer turns the first bone into a part. The old avatar importer created the part, but did not delete the bone. I named the first bone “RootPart” to remind myself to never animate it.

Second bone is the new first bone.

Workaround: Edit the “first bone” animation data. I did this by turning on the curve editor and removing a few non-essential keyframes. After you edit the data, when you publish to roblox, the animation data is correctly saved!

Whew!

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Hi! @HaloArbiter_101 I have a question that I want to ask. Since you guys had done the full release of 3d importer. When does the 3d importer gonna have more polygon triangles to 3 million polygon that we can import?

Absolute godsend for modelers and animators! Very excited to see the improvements this will make to my workflow.

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Chinese version of studio using ‘Import 3d’ to import materials with pbr textures will pop up “could not upload asset name may have been rejected by moderation” error prevents to continue importing, no matter what name is changed can not import materials.

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Thank you for reporting this, we will look into it! Does it also happen if there are no materials in the file?

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Hey, we just enabled a feature that implements retries for a wide variety of network errors. This should fully eliminate this issue for sporadic failed requests.

Hey @Anaminus, @OKevinO and @devils_aquamarine, in the latest Studio release we’ve added the “Add Model to Inventory” option in the Import Settings. Toggling this off will disable uploading the model and should address your use case! Documentation at create.roblox.com/docs will also be updated to show this option. Please let us know if you have more feedback!

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We currently can’t support meshes greater than 20k polygons as mentioned above, and unfortunately it may be a while before we can push that limit higher. However you have 2 options! The importer will simplify any mesh above this count automatically. If the result isn’t satisfactory, I recommend dividing up the complex mesh into several meshes, and importing all of those as a model. There’s no total limit on polygons for the model, so you can have 3 million polygons spread among several hundred meshes.

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