Do you have plans to add gLTF export in the future? Export is lacking heavily at it’s current state.
First of all thank you for the explanation because noe I understand it more clearly.
This is true even for tris.Even on the asset I’m working right now(M4A1 Assault Rifle) when I’m in object mode(Blender) it says 24K tris but when I select all and go into edit mode it says 18K tris.
It’s quite annoying since then I can’t use PBR textures because I would have to join all the meshes in order to do so(Please correct me if I’m wrong)
Oh neat! Glad to see more file formats supported for imports. One thing though, will we get support for these different file formats for exporting?
Since many applications seem to store material files in an MDL format, will we ever be able to import the materials for these 3D objects as a surface appearance in the future, even when separated from the GLB file?
Though I don’t have any particular use case for this in the moment, I do think it sure will be handy when doing commissions and someone forgot to send the MTL file.
Whoa! Awesome Job with the new 3D Importer Support for gLTF File @OriginalSleepyhead I was able to import the entire AC Lexus LS 500 Vehicle into roblox very well progress start. Still does take awhile for it to load in alot of triangles tho. But either tho they are a few. Which I know that’s part of the processes of the limitation for the engine. But the best part is that I was able to import the entire vehicle still. Which this is quite of a huge step y’all planning for the future. Really very good beta progress that you and the roblox team staff created
Would it be recommended that we just start uploading all our assets in this new file type? A lot of my meshes are a mix of Obj and Fbx types. Just looking for what is better for performance.
I’m looking forward to try exporting some of my meshes from blender again and compare with the (sometimes frustrating) steps to import OBJ/FBX.
Will gLTF support emissive properties?
Now THIS is gonna work very well for me
When I export my mesh as a gLTF file the textures do not apply correctly to the surface appearance color map. But when I upload the same mesh as an FBX file the textures upload with no issues.
Would love to know the answer to this too, as I am doing way too many loopholes just to get past the incompatibility of emission maps
Yup, exactly! As long as each individual mesh inside is less than the limit it will import as expected.
The importer converts meshes to our own internal representation, so there shouldn’t be any performance difference based on file format!
Yes! It’s something we’d really like to do now that we have gLTF import! We want to finish import functionality before we start on export so I don’t have a good timeline yet, but it’s on our radar.
Interesting, good to know that’s something there’s interest in. We don’t have any plans at the moment, but I think it would be good to support, I’ll look into what it would take.
There’s no performance difference, follow your heart!
Right now the engine doesn’t support emissive maps, so there’s not too much we can do on the import side to support them. What kind of emissive properties are you working with?
There should be no impact on performance, the importer converts all incoming data to our internal 3D format.
You should use the format that provides you the most value and/or you like the most. Unlike FBX, glTF is an open standard, and there are a ton of free open-source libraries in basically every programming language (have a gander). So if you feel like adding some custom tooling to your process glTF is probably the way to go!
Also if you use Blender, note that Blender’s FBX exporter is not build on the official FBX SDK provided by Autodesk. AFAIK Blender re-implemented their own FBX tooling because the FBX SDK is not open-source. This means that there may occasionally be some quirks when using FBX with Blender because they did their best to reimplement a closed standard. Mind you, the Blender team did a great job, and also we have been supporting FBX since 2016, so we already handle most of the edge-cases that come from Blender’s FBX implementation.
- Use the format you prefer it has no impact on performance
- If you care about supporting free open-source software use glTF
- If you want to write custom tooling to enhance your 3D asset pipeline, probably use glTF
- If all you care about is getting your stuff from Blender into studio, the format should not matter
I attached a photo for reference. The mesh on the left is the gLTF file and the mesh on the right is a FBX file. Both meshes have the same texture uploaded to the color map.
Just wondering if this will allow to import 3d meshes which contain multiple different parts and objects but keeping its individual texture, color, material… Instead of just merging all colours and materials together
The 3D Import tool has allowed this since the first beta version released in Fall 2021
Link here: 3D Importer | Roblox Creator Documentation
Would you be willing to DM me the glTF file so I can repo the issue?