So in the future this will be able to import meshes with PBR material? cause when it tried it with materials already on the model in blender it didn’t come out as a pbr material for roblox it was just a texture on the mesh
@Unoriginal_Dev @A_SquaredAnimations
This is exactly what happened, we automatically apply simplification (blender calls it decimation) if a mesh has too many polygons. So for the katana the mesh, the mesh you see in Studio is not 100% exactly as you modeled it, but seeing as you weren’t able to tell just by looking at it, I’ll call that a great success!
Note that you should have had a yellow warning indicator on the mesh letting you know that if you proceed with import the mesh will be simplified
Also note, the mesh you see in the live preview is AFTER simplification was applied. So this allows you to inspect the result before you commit to creating a new asset in your inventory out of it.
This is the goal yes. Right now we can’t import PBR materials, but we will be building that feature soon, and hopefully update the importer during the beta
Those are some sweet models!
< A wild character limit restriction has appeared >
Is there any plans to make the polygon count higher for this update? so smoother meshes could be possible?..
Have you looked into baking normal maps for your meshes? You can fake high poly without the loss in performance of high poly counts. I am still learning what works best, but you can get some great results!
Kinda fits here (poly count limits) but kinda doesn’t. If you want some help diving into this, send me a DM.
What is the current limit of the number of meshes importing per FBX file? I kept getting requests timed out errors on importing maps with a lot of instances.
yooo thats smart so i can import meshes with 50k tris for example and it will automatically decimate it? if not what is the max tris.
This update is actually more fire than I thought. This is a billion times better than the old trashy buck import.
The new importer is amazing! However I did notice that if you try to import a mesh that isn’t merged eventually the import will fail with this error message.
Yep this is a known issue for now, should be fixed in the first week of January. I’ll make an update when the fix is live
Yep exactly. If are way above the 20k limit though, things might start looking pretty wonky. Fortunately you’ll see the preview before making a new asset.
It will be unlimited January, but right now it’s probably somewhere between 100-150 meshes. If all you meshes are large it might be higher, I think our backend limit is 100 meshes per minute. But if say each mesh takes 5 seconds to create the request you can sneak in a few more. So I can’t give you a precise number that will be exact for each file.
I’m not sure if this is a bug or not but, if I try to import a mesh one at a time, they don’t seem to import with the location I have in the 3d software I use. If you could get back to me asap it would be much appreciated!
I hope this suggestion helps improve the functionality and performance of the import tool. Before this tool came along, I used the avatar importer to get a massive amount of instances (exceeding the mesh import limit sometimes) as long as the total poly is under 50K and each mesh was under 21K.
The avatar importer automatically set the collision fidelity of all import to “Box”, instead of “Default”. In contrast, the new mesh importer automatically set the collision of all imports to “Default” which I assume to make the uploading progress longer due to more collision calculation.
How about we add an option for collision fidelity or change the fidelity to “Box” on default settings to improve performance (quicker importing process)? FBX files with a great number of instances can drastically benefit from these changes.
Also, an option to whether the mesh is automatically switched to “Automatic” RenderFidelity would be nice as well since that also takes a while to progress.
Are you exporting as a .fbx file or .obj?
I’m exporting as a .fbx. (blah blah blah)
Export as a .obj file. It contains more accurate positioning and correct scaling, rotation, etc.
Hi I’d probably need the problematic file to look into what’s going on, I’ve sent you a DM
Hey, thanks for the suggestion. I do think having an option to set collision fidelity on meshes prior to import would be incredibly useful, we’ll take a look at that.
As far as upload is concerned though, the collision fidelity setting should have no impact on it.
Have you found that the Avatar importer uploads faster than the new unified importer? That is possible, to be fair we have not compared the upload performance between the two.
One thing I’d like to add is that as far as I know the uploader for this new importer is much more sophisticated and should be faster. Let me know if you have found the opposite to be true.
Finally, for limits, the only limits this importer has is the following:
- Per-Mesh limit of 20k polygons
- Per-Mesh limit in any direction of 2048 studs
And… that’s it. There’s no limit on total scene poly count, or number of meshes. Do note however! That currently there is a known issue where the uploader will hit the throttling limits of our upload servers (because it sends so many uploads in parallel). This effectively puts a limit on the total number of meshes / textures to ~100-150. However the fix for this issue is staged for release in the 1st week of January, so when that fix is in, we will have a truly “unlimited” object count (limited only by the time you’re wiling to wait for upload to finish).