See this video, it’s a long one but is very comprehensive on the whole process:
The techniques shown there are transferrable to other DCC software such as Blender. Alternatively, make use of Avatar Auto Setup to do all of it automatically.
See this video, it’s a long one but is very comprehensive on the whole process:
The techniques shown there are transferrable to other DCC software such as Blender. Alternatively, make use of Avatar Auto Setup to do all of it automatically.
real talk did ANYONE use the avatar importer…
I feel it’s the creators responsibility for lag. There could also be a way to automatically reduce polygons by the level of detail in settings, of course with an option to disable that.
There is a sort of work around for this, if you attach the prop with a constraint (I’ve used rod constraint) and connect it to a bone, it will move with the mesh.
The issue is that the collisions of large meshparts and in some cases smaller meshparts are inaccurate, making you for example walk on air instead of on the visual surface of the meshpart which requires very performance intensive workarounds due to having to represent each triangle as a normal part when making terrain using your own meshes
I myself rarely use mesh’s but I think it’s great to see this getting an update that it deserves!
when was rbxm being removed???
Will we still be able to/have an alternative for uploading models with the increased Avatar Importer limit of 21k vertices instead of 10? The threshold increase is awfully useful as is, and I’d hate to lose it.
(Edit: For context, the Batch Importer in the place menu is still capped at 10k per model)
Will you support R6 as a rig? Or is there a way to import my R6 character to studio right now?
Not gonna lie I still used the Avatar Importer, by pure preference, although I am gonna admit, the new 3D importer is pretty good too, it’s just when scaling down my models since usually when i import them they end up being oversized, when scaling them down it scales in the wrong axis, but that’s probably because of the fact that in Blender, the Y and Z axis are swapped (atleast for me they are), although I’m not sure exactly
I mean, we didn’t ask for it, but it’s a nice thing to have.
Not sure this is the place to tell this but I would love the 3D Importer to have a button to expand the viewport to fullscreen so I can better inspect the model before importing.
Will you ever support 4k textures?
I didn’t realize this was deprecated yesterday, I just assumed it got removed awhile ago so
I used the 3d importer and it worked perfectly without any issues. (I did get crashing at first but this was likely due to low memory and resolved itself after closing extra studio tabs)
Thanks for the update
RBXM is not being removed and there is no relation to this announcement
Wait so does this mean the simple plugin that just importa blocky etc is being removed? That honestly sucks in a way as its quick and i find the 3d importer to be confusing when i tryed to use it
No, that’s the rig builder and not relatedTo this update
Turns out it is still 10k,
When you upload a mesh via the mesh id from the meshpart, that is when you will get this message.
The model uploads fine from the “Import 3d” however, the selection that shows in blue, red and green is far apart from the obj mesh, not sure whats causing that.
im pretty sure you can edit the pivot of the model to fix that
I’m going to be honest the 3D importer is still very buggy and needs fixes for example with the Blender scaling just completely breaks it and now I need to redo models for my game which is very frustrating.