I went through my import process (which I haven’t done since I was frustrated with no scaling for animations sometime around the summer of last year)
However, there were no unanchored animation issues this time. So apparently this has been fixed.
So I checked the animation scale issue, and it works perfectly in studio with imported animations and with saved animation, all matching the ‘Scale’ property of the Model.
I also checked if import of multi part meshes allowed them to remain individual mesh parts, and that worked as well.
So then I checked if an animation that was saved without a preview mesh (considering some preview meshes are over the limit) would import the animation into the animation studio (it used to not) and that works as well.
I honestly cant think of anything that was giving me problems when I was working with meshes, that hasn’t been fixed in the last year.
This was actually addressed in the original Beta announcement for this feature:
TL:DR; Some operating systems/devices Roblox supports might have GPUs that do not support numbers that are greater than 16 bits large for the purpose of keeping track of all the vertices a mesh has. Meshes would look quite broken on these platforms if they have more than 21K triangles, and so the triangle limit is 21K.
It would be great to add a preview of automatically generated collisions before importing the model into the editor.
Right now collisions on custom meshes have to be checked after import. After numerous mesh checks in the editor, I end up with hundreds of duplicates of these objects in my account, because I have to keep re-importing them to make sure the collision works well.
This will make it so that when you import a glTF (or FBX) file, the first time, it will create a single package asset, but for subsequent imports, instead of creating a new asset, it will update the package with a new version.
This is also great if you are working on something that is copied in many places around your world.
I don’t know when the 3d Importer started moderating the names of things uploaded, but it’s become very frustrating. I’m trying to upload meshes with 80 animations and I keep getting errors “The file name has been moderated, import failed.” - This is 80 animations with normal names, and I have no way to tell which animation names are failing, and no way to fix it.
I don’t care if it replaces the names with #### or something, but there’s no reason for the upload to outright fail because it doesn’t like the name. I think an ideal solution would be some prompt “select another name” and it gives the current name and asks you to select a new name until the name successfully processes, however, as long as the behavior doesn’t outright stop me from importing objects, I don’t care what it is.