Currently, when us developers import meshparts in bulk (as we usually do, so we can assign different materials and properties to the different model parts), it takes us too long to import each part. For example, lets say I’m importing body parts for a custom character. I would need to upload the head, move it to the pre-assigned location, name it, and then choose the next one. This could take up lots of time.
What could help make this easier? Well, we can have a feature for studio to have:
An import button under the “Model” category that allows to import multiple objects in one go
Once the import is complete, it would assign each meshpart’s name to be the name of the corresponding file name
As they always say, “Time is money.”
Here’s a poll:
I want this too, and make importing easier
Nah, I’d rather not be able to import multiple meshes
Oh yes, this would be awesome. Usually a single model may be composed of multiple mesh objects, and it’s a bit tedious to upload each part individually.
Absolutely needed, I’ve had to split up my meshes a lot because the collisions won’t work well unless they are split up and uploading each one manually is a nightmare!
Sorry to necro bump this but as someone who’s just lost 3 hours to importing, it’s surprising to me that it hasn’t been implemented yet. Thanks a bunch to @nurgeniusmultiple export plugin I saved what presumably would have been another 3 hours exporting them all one by one.
I really wish I could have spent the day scripting instead of spending it doing what should be a few keystrokes, but for some reason isn’t, just to import my asset library to have something to work with.
Really hope this suggestion get’s re-reviewed if it didn’t make the cut the first time around.
I want to add sounds/images/meshes to a game file and have Roblox Studio figure out if it wants to upload those as separate assets or not, and, if so, I never have to be aware of that fact as a developer.
Extending on this; it might be beneficial to abstract local and uploaded assets to allow for a bit of prototyping to ensure everything’s correct before pushing the asset through the upload pipeline. Studio could wait to upload the assets until a place or model is published containing them. Could take a bit of strain off the asset moderators, though that would probably be negligible.
The project specific asset browser in Lumberyard inspires some ideas as to how a similar system could work in Roblox Studio.
I 1000% agree with you both, I use meshes for ALMOST everything I make only a COUPLE things here and around are actual parts anymore, it takes HOURS to upload multiple meshes…Especially if you’re trying to make custom bodies…
;0;
The process can sometimes take me days to finish… Really it just slows down my work time. Unless I hire a full time mesh uploader.
I find it very inefficient to use a lot of meshes because of the importing - it’s a real killer. Especially if you make one small mistake with an R15 character model and now you have to redo the entire thing .-. that is not fun at all.