New Unified, Smart Mesh Importer Beta

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.

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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).

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As of right now, using the avatar importer on scenes with hundreds of instances with a total poly of less than 50K feels faster than the new mesh importer. The avatar importer also has a mesh limit of 21K, which is 1K more than the new importer. Is it possible to increase the limit to 21K?

The bad thing about the avatar import is it makes all the mesh have the wrong rotation, but this can be fixed on Blender, but the results would be 95% correct. The hitbox of those mesh from avatar importer is wrong.

I noticed the import instances are automatically set to “Automatic” RenderFidelity. In my experience, changing the render fidelity of many instances at once completely freezes my studio for a bit until it is all done. Would making it staying at Precise be a more performant default option?

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It would be nice to select multiple meshes at one like bulk import, then it would be perfect

Is the amount of meshes you can import at once limited? My studio seems to be crashing when importing models that have a lot of mesh parts separated.

Refer to this post. There is a soft cap of 100 or so meshes until system improvements are made in January.

I think I’ve found the crash reports from your imports. It looks like the error you are running into is our internal image decoder. Something is happening when trying to decode your TGA textures.

To answer tour question, there is no limit to the number of meshes. In testing, I imported a scene with close to 1000 individual meshes and completed without issues (other than a very very long upload).

For your crashes, can you try changing the texture file formats to something other than TGA? Or try removing the textures?

Note: The TGA crash is known and already fixed, however it is not in this version of studio. It will be shipped with the next version in the first week of January.

Edit: and yes while the importer and preview will handle an unlimited number of meshes (given enough time). The uploader at this point will hit throttling (also fixed in the next studio version)

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How do i use it or is it unusable currently?

There are a few questions I have about the importer!

  1. Will this importer include any options to override an existing model on import? This could help prevent flooding the inventory with new models if a user needs to re-import their creation since users currently lack the ability to archive models.

image

  1. I’m not sure why, but when importing an FBX file from blender my creations are crammed into 1 model without retaining their hierarchy. Would this be an issue caused by the importer or blender? Also is there a solution to fix this?
    Blender:
    image
    Studio:
    image

  2. Is there any possibility of the 20,000 triangle limit being increased in the future?

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If you set each category as “amature”, the importer will automatically create a model for each section in ROBLOX.

It would be cool, but I highly doubt it. 20,000 triangle limits will bring extreme lag to some games.

Could you provide a visual example of how to do that? I’m not sure if I fully understand the process. :sweat_smile:

I am aware an increase to the triangle count may lead to increased lag for certain games if there is a lack of optimization and misuse. However, I’m just wondering if the limit will vary depending on what’s being imported since avatars currently have a limit of 50k triangles in the avatar importer, and non-avatar mesh are limited at 10k to 20k triangles.

Just had created a little 3D experimenting build of an abstract hexagon orbit. Along with some cool dynamic lighting that I had made :100::+1::blush:

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  1. We are working on improving asset iteration. I can’t tell you exactly what the ideal workflow would look like. but this is something we are thinking about.

  2. Unfortunately, the blender exporter does not respect collections. So the FBX we get is flat.
    I have previously found scripts you can run to maintain your groupings after exporting (here is the thread with the script in question, make sure to back up all your stuff before running the script!! Blender 2.8 Export FBX while keeping Collections Hierarchy - Basics & Interface - Blender Artists Community).

  3. You can import stuff with more than 20k tris, but it will be simplified down to 20k. As far as increasing the limit, this is imposed on the importer by the rendering engine. During development of the importer I “cheated” and bypassed the limit and assets were unrecognizable balls of spikes. So this is not a limitation of the importer, but he engine. As soon as the engine can handle more tris, so will the importer.

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Came back to say this importer needs to become the main way to import meshes it’s 1000x better also sometimes it increases the sizes of models randomly. I modled some low poly trees around the size of an R15 dummy but when imported they turned into skyscrapers. So having an option to decrease if they are too large like the asset manager does. :smiley:

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