3D Importer [Full Release]

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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The error only occurs when uploading a material with a pbr texture, even if the image name is 1, 2, 3, 4. Pure meshes or meshes with only one base color material can be imported successfully😐

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I am a Korean developer
The same problem is happening to me

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So awesome! Thanks for the update.

This bug has not been fixed :sob::sob::sob::sob::sob: I am so hard to sleep at night

It seems that the 3D Importer has an issue with resizing imported fbx models containing bones. These two are the exact same fbx file, one imported using the old Avatar Importer plugin (resizing works as expected), while the other was imported using the new 3D Importer (doesn’t work properely, even scaling the Size values of the model breaks it)

Avatar Importer:

3D Importer:

If I’m doing something wrong or if there’s a workaround I’d gladly hear it as I can’t seem to find a fix for this.

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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. The error only occurs when uploading a material with a pbr texture, even if the image name is 1, 2, 3, 4. Pure meshes or meshes with only one base color material can be imported successfully😐

When you say Chinese version, do you mean setting the language of Studio to Chinese via File > Studio Settings.. > Language?

It’s not just a Chinese language/version incident, I ran across this error in a larger import. One of the many images ran into name moderation and Roblox kicked the entire import. Like the other poster said, removing the images fixed the problem.

Probably a better outcome would be for Roblox to remove(or rename) the offending file name. All the images end up in moderation queue for content anyway. :slight_smile:

Would it be possible to import the meshes into studio
without uploading them to the site as a meshpart or rendermesh?

For example: Convert the OBJ or FBX into a .mesh file, dump it into the content folder,
and grab the mesh’s location with ‘rbxasset://’ and place into a meshpart’s MeshID?

I know it can be done since I did it with ‘previewMesh.mesh’
inside of the ‘rbxasset://models/AssetImporter/’ folder

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This is very strange, I thought we did not use original names for images on upload, I will look into this.