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.
Game crashed 3 times with new model, then not at all with old model. Then I put new model back in and everything seems to be working fine. Cannot confirm, and cannot reproduce yet. Will keep working and see if it gives me any more trouble.
Update: my crashing seems to be fixed, and does not appear to have been related to the importer.
DM’d you
** I am once again asking you for characters to pass the character limit restriction
This is an amazing update for importing meshes. Can you please also look into improving the workflow of archiving meshes? Using this new importer, NO imported meshes show up in the inventory, nor do they get proper mesh pages, therefore they are unable to be archived. This was a problem with the Avatar Importer plugin as well. The only meshes that have ever been archivable are ones imported through the properties panel of MeshParts or through the Asset Manager. Since it’s only possible to import singular meshes through those means, there’s no way to archive meshes that are part of custom characters or rigs which is very frustrating. It would amazing if there was more consistency with the way mesh archiving was achieved (such as being able to archive through a RenderMesh page) so developers can archive any of their meshes whenever necessary. Other than that, great update.
Great point, by default the importer only creates the model asset in your inventory. So if you go into the toolbox->my models
you should the the whole scene you just imported along with the Models
section of asset manager.
However, if you want individual meshes to show up in the inventory->my meshes
section of the toolbox and the Meshes
section of asset manager, you can uncheck the Import Only As Model
option.
Let me know if this exhibits the behavior you are looking for.
Is this a plugin or something or official roblox studio feature, and if so how do i use this?
It is an official roblox feature. It will eventually replace the old importers. For the moment, while it is in the beta phase we are giving users access via the plugin tab in Studio. When we move it out of beta it will be accessed from a different location.
Instructions on enabling the beta feature are found here: New Unified, Smart Mesh Importer Beta
Unchecking import only as model worked perfectly. Thank you so much for pointing this out to me. Will definitely be using the new importer for everything now. Although, it would still be great if meshes could be archived from their RenderMesh page. Anyways, thanks for your hard work on this, keep it up!
Edit: Just tested more and although unchecking Import Only As Model it fixes being able to see the meshes in the inventory and archive them, it completely removes the mesh skinning from the model.
Mesh skinning is not supported in this importer for the moment regardless of the state of the model option.
We are currently working on bringing the new importer up to par with the more modern features of the Avatar importer.
Expect an update to the new importer adding skinned mesh support sometime next month.
Hey there!
Everytime I try to import something semi big, it’ll show “Endpoint has too many requests”.
Does this mean I’ll have to cut the fbx into smaller pieces?
Yeah this is a known issue. Our servers have limits on how many meshes a user can upload every minute. Right now the new importer’s uploader is not taking these limits in consideration when uploading and simply erroring out when this happens.
I have already implemented the fix to this issue and it will be part of the next studio release in the first week of January. When that releases, there should be no more limits on the scene size that you can import (given you’re willing to wait for the upload to complete )
Until then, unfortunately, you likely wont be able to import scenes with more than ~150-200 individual objects.
Aah, alright! Thanks.
I’ll try cutting it into smaller pieces for now. ^^
Are you planning to increase the triangle limits any further from 20k soon? because we are developers we should able to choose between quality/ graphics over extreme optimisation. Also much luv for these updates.
2 major updates in 1 day. The GUI looks amazing and the texturing works really well when previewing. Definitely my favorite part of this update is the 20k tri limit.
I have a problem, with a model, that gives me a warning “One of the objects dimensions are larger than can be imported” in File Dimensions in the Inspector. Along with this error, the following dimensions appear: inf, inf, inf.
- Here is an image for further understanding.
If I ignore that warning and import it in the same way, when loading the model in the Workspace it appears completely invisible and each part it contains reduced to a dimension of 0.0001.
- The model contains around 280 groups and 160k tris.
Is there a solution? Thanks in advance
It’s a very interesting update! but if our model has a PBR texture in it, after importing the model, will the PBR materials be imported together or not?