Finally! Often I have to improt several versions of a mesh, because errors can be detected only after the import. Unfortunately, I currently belong to the group that can not see the plugin!
I think this is a very good idea in general as being able to do tricks with LODs to improve the way they look (e.g. retaining some important shapes and scrapping others) is instrumental to the art design of any game. I’d be able to make my pine tree meshes look more like the general conic shape associated with the tree instead of a weird blob of green clay on a stick.
This makes me smile. Thank you for the hard work! Looking good at the minute, really pleased with the new 20k tri’s and automatic simplifier. really nice touch with that by the way.
keep up the hard work, really pleased with some of the new updates coming out. god bless. all love.
Is this going to get live in a few week’s?
They said something about the first week in January but there might be errors and issues so I don’t think the date’s set in stone
Hi all, there should be a new update of studio available right now if you restart Studio. (you can make sure you are on the right version by clicking File->About RobloxStudio
and making sure the version is 506.2
. If it still says 506.1
you may not be able to see the plugin button.
Again really sorry about the hiccup, but everyone should have access to the new importer beta now!
Looking forward to your feedback!
(Tagging folks who reported the issue above: @Klimi8888, @wellsway, @IJustDavi, @Unoriginal_Dev, @GodOfPlatypus, @TTV_SelloutX, @Neuroticxs, @DonKingFrog, @Suidfhh4247)
Yes the new importer supports multi-mesh scenes as a first-class feature. We respect relative positioning of objects within the scene. So in the pictures you shared, they should import as you expect in that 2nd picture.
On top of it, if you had organized the objects in a certain way in your 3D editor (and your editor doesn’t clobber your organization on export… damn you blender!). Then the resulting model will also maintain the hierarchy you exported!
I would love if you tried to import that model with the new importer and let me know how it went! (fix for missing plugin button is live so you should see it once you update studio).
Cannot load the non-uniform origin file. The import button is not active. However, it is clear from the preview that the positions are maintained. Looks great so far!
I do get a lot of warnings/errors. “tif” is not a supported file format. The avatar editor does not have this issue. Not sure if this is preventing me from importing.
Can you expand the tree view? Which node in the tree is causing the error? If you can unselect the child node with the error it will let you import.
I suspect this is a texture node causing this.
Oh interesting, yes it must be your textures. I wonder why we detect “tif” as unsupported. I’ll at it to our buglist
Rust was the only non-tif albedo texture. Easily fixed with surface appearance (which I use anyway). Rotation looks correct!
This is a dream come true, I didn’t expect it to happen!
It would be nice if the number of meshes that can be imported at the same time were greater than the current number of 200.
wow thank you staff for fixing that problem!
You can! If you have more than 200 meshes in the same FBX file, they can be all imported without a hitch You can also choose whether to only keep the model as a whole or if you want each individual mesh to be added to your assets, using the “Import Only As Model” setting. Do note the upload may take a while.
If you use the Decimate Modifier in Blender you can lower your vertices. Link to a video Blender Tutorial - How to use the Decimate Modifier - YouTube
Also note, you might hit an error with our back-end throttling limits. The fix for that will come in the first week of January!
Aye thanks. I now have access to the mesh importer! This will make life so much easier and hopefully stop me importing my reference images by mistake.
Ooh, I now get a crash when playing my game. Testing the old stable again, and it does seem to be related to this update.
Yeah, game is stable (pun intended) when the offending model is thrown into ReplicatedStorage
I export meshes from Blender as OBJ groups and somehow the mesh name is appended to the object name!
Blender hierarchy:
OBJ preview in the Mesh Importer:
If I export the meshes as FBX, this does not happen, but the dimensions are wrong!
FBX preview in the Mesh Importer:
Can you confirm it was not related to the model imported with the new importer?
This might be Blender’s OBJ/FBX exporter, we take the names as they appear in the file. I’ll try on my end with OBJs to try and figure out what is happening.
For the scale issue, here are 2 suggestions:
- You can change the scale from the Export UI in blender when exporting as FBX. I usually find that a value of 0.01 get my models the right size in roblox (looks like that would work for you too).
- The new importer has a scale unit dropdown. Try using the
CM
setting from that dropdown with the FBX file to see if it is the right size.