Looking forward to skinned mesh support, and also not having to use the “sneaky” way to get 20k triangle meshes.
BTW, I don’t have anything to import right now, but has anyone tried exceeding 20k triangles over multiple meshes? Is the limit for the full model, or per mesh?
Per mesh! I’ve imported a multi-mesh scene with over 3 million total polygons as part of our testing. Be warned though, studio will freeze while we initially process the mesh and upload took ~30 minutes due to our back-end throttling
Note that unfortunately, this wont be possible for public users until January since the back-end throttling limits will cause upload to fail in this current version of the importer. The fix to prevent hitting the limits is staged for release in the 1st week of January
This is not directly related to the announcement, but I saw you guys mention parts being >2048 studs being detected in the import process and flagged with a warning. I know this isn’t your guys area, but does anyone know if the 2048 limit will be eventually removed, or at least allow us to have non-physics simulated surfaceappearance meshes with scales larger than 2048?
Hi everyone, quick update on the plugin button issue.
We have identified the issue and implemented a fix for it. The fix should be available to all users tomorrow, I will be updating this thread once it is live.
Again, sorry about this hiccup, we are so excited to get this importer into your hands and to hear what feedback you have for us.
I will be continuously monitoring this post for the next few weeks answering questions and taking in feedback.
I don’t operate on that large of a scale, lol, but I have been taking advantage of the custom avatar importer for large buildings for a while. I am assuming this importer will not have the same “origin” restrictions as the avatar importer.
I need to get in there and check this stuff out. Have you looked into possible “overwriting” of mesh assets? Probably my biggest complaint of the importers is you can’t “fix” a broken mesh, you have to create a new one. It’s impossible to script with assetIDs when they change with every minor change. Maybe I’m missing something, but I have had streaks of import errors that result in hundreds of meshIDs dropping into limbo, just to fix one misaligned part.
Have you looked into possible “overwriting” of mesh assets
Yes! We really really want to give you better tools to iterate on assets and it is on our roadmap. This importer is the first step in a broader project to improve modeling iteration efficieny
I’m not aware of a specific effort at this time, but as technology permits, we are always looking to increase the size and scope of what is possible on Roblox (see new triangle limit)
I am sure that once we see the opportunity to do so properly, we will increase those limits.
It’s been a while since I made this mistake, so I apologize if it’s out of date. When loading an fbx model, meshes that do not share an origin in blender all get loaded to the same origin in Roblox. In an avatar, this point becomes the HumanoidRootPart, and everything is offset from it. I end up with weird results like eyeballs floating in the air, and hair welded to the torso. In a building, I have to realign the pieces.
The fix was simple: make all origins the same before making the fbx file. This creates 2 other annoyances: mesh parts rotate around this origin in roblox, and meshpart cages include the origin. I never figured out how to resolve this, and I suspect the origin was the cause of a few of my CanCollide/CanQuery/CanTouch problems. All my models are now just for show, and they all get invisible collide parts. Even the avatars.
These are annoyances, but this is still way better than uploading all the meshes as OBJ files and aligning them by hand! I have a game that is nothing but aligned models. The pain was real!
this feature doesnt work, my output tells me that i cant preview the asset, it is giving me some error message, and when I right click on my mesh, and clcik on preview, the asset manager freezes (mesh lists) I cant click on the meshes, import them, and right click on them. (I can click on my out put and explorer etc, but the asset manager just stops working but I can close it and open it back up and its fine.)
I went ahead and enabled the beta + restarted studio, but the plugin did not appear to show up on my ribbon bar. Furthermore, when I click the Manage Plugins button, only a small portion of my active plugins shows up on the screen. There’s gotta be something critically wrong with the way lists are managed in Roblox built-in UI’s because this is not the first time I’ve had a problem with these types of lists.
“Just work” has become a bit of a trigger word for a lot of developers… How can we be sure that items that are intended to be imported precisely do not get scaled down? Would this only apply to meshes > 20000 polygons? Would it be possible to enable this for meshes < 20000 polygons for the purposes of LOD? Is custom LOD planned to be made possible?
I ask all these questions because I think it’s really important that Roblox Studio is simple for people who are just learning, but as complex as necessary for the people who have been working with it for years now and thoroughly know what they are doing when they import a model with over 20,000 polygons. Overall, great update though - I am glad to see things like this happen!
Are there any plans for an audio editor that could allow you to do some edits to the audio before uploading it along with an image importer with some editing features?
Love this! Feels super professional! One thing, can you please just remove the tri limit (or at least raise it much more significantly than 5k)? It’s an annoying crutch that, along with the 1k texture resolution limit, makes professional looking models way harder to make than they should be. Still though, great job to the team that did this! It is just amazing!