When importing mesh though the Asset Manager tab with the option ‘Import as separate objects’ enabled, I expect the importer to check the triangle count of each object inside the single mesh file I’m importing. However, it only looks at the sum of all triangles in the mesh file to see whether it exceeds the maximum triangle limit.
Reproduction (100%):
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Create a mesh file that contains more than one object, each having under 10k triangles, but also exceeding 10k as a whole.
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Import the file through the Asset Manager with ‘Import as separate objects’ enabled.
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The importer will not allow the objects to be imported, due to ‘Maximum 10k triangle count’.
As a high-poly modeler I find this to be very frustrating, because it makes hours of time go to waste having to export and import every single object in my file. Especially when I have a scene with 250+ objects.
PS: ‘Import as separate objects’ enabled = ‘Import file as single mesh’ disabled. Realized this afterwards, I hope I didn’t cause a misunderstanding.
1 Like
Thanks for the report! We’ve filed a ticket to our internal database and we’ll follow up when we have an update for you.
2 Likes
Hello! Thank you for reporting it. May I ask you, please, if you could attach a file you are trying to import through Asset Manager so I could check it also? Thank you very much in advance!
Hello, this is an example file I just created which also fails import.
12k_2.obj (870.4 KB)
Thank you! We’ll look into it.
2 Likes
May I ask where you have created that file? It looks like when exporting you’d rather choose “obj group” (for both Blender and Maya cases, for example) and then you should be fine. You can also export in fbx format and I checked, it imports ok.
Hope it helps!
The file was created in Blender and exported with default settings. As you suggested, FBX did work fine, however with exporting as Obj, alongside selecting “Obj Groups” I also had to deselect “Obj Objects”. On my end I should have checked to see if it normally imported below the triangle limit before reporting a bug. Anyway, thank you for the insight!
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