Thanks so much this is very impressive you guys have done an amazing job on this, cant wait to see where this goes!
Sorry to hear that! Could you DM me the file you are trying to import so we can test it on our end? This would definitely be a bug. Thanks!
Currently not, though PBR support is planned to be added in the near future.
We hope to be able to bring it you soon!
Thatās gonna help a lot, thanks. I can now import giant room!
Thank you so much, I tested it and it works. Iām so amazed that you have anchored options and measurement options. I also like the fact that you guys buffed the triangle count outstanding work!
This is just outstanding, love every part of it!
Its awesome, so useful for importing cars, I am defo gonna share this with some of the communities Iām in that complain about mesh upload limits and triangle limits!
Is this meant to happen? I imported a mesh with 36k+ tris and it actually imported into studio with no errors or am I just a God.
I Had tryout the new mesh importer feature. And itās just freakin awesome. Iām just in loving with it so much
this is a literal game changer for really advanced scenery. you guys came in on clutch as i was setting up an alternative method for this.
this is going to make a huge difference workflow wise. will save alot of time. very pog update !
Hello, does this new feature to the roblox studio with mesh importing still have a limit of 200 meshes when importing? If it doesnt It would be amazing!
this is absolutely amazing. importing has been extremely tedious on ROBLOX recently, if you want to import an OBJ mesh with UV maps and separated, youād before have to do all this and that to get a decent looking model. so glad they finally re-did the importing code.
Iām pretty sure it decimated the model. Check the wireframe rendering on both Roblox and blender and see if you notice any differences.
This is a great feature!
I got one question, can we expect to get real time updates in this feature? For example I click Export to FBX on the same mesh file and it automatically switches to the new version preview in studio? This would save me and my team a little time, even though not a huge amount of time.
2 requests with this importer, now that I have been able to play with it.
- Checkbox to Auto-generate the SurfaceAppearance. If we put multiple images into the material in blender, I have seen it mangle the UV mapping in Roblox. But it would be nice if the importer could detect āthis image was linked to the normal, put it in the SurfaceAppearance.ā Obviously, we can work around this, but itād be a nice feature. Or better yetā¦
- Checkbox to search inventory for identical images(?) None of my tif images loaded yesterday, but the more I think about it, thatās a good thing! Right now, it looks like copies are loaded each time. Maybe while the importer is open, add in check boxes for existing assets that match the image, and if a SurfaceAppearance is already loading that image, just have a check box to use that! This feels like it would be great for performance.
And a suggestion I talked myself out ofā¦ multiple materials per mesh. (this simple mesh has 3)
Sounds great, but then weād have to maintain vertex groups in Roblox. Eww.
No limit within a single file! Please refer to the above comment for details:
Cool idea! Unfortunately you would currently have to close the import, make your changes in your tool and export to FBX, and then reopen the file in the importer to see your new changes. We are still looking into ways to make that process faster/smoother overall so stay tuned
Unfortunately 20k is close to the hardware imposed hard limit we can allow without the rendering team doing some non-trivial refactoring of how things work in the rendering pipeline, so donāt expect anything in the near term.
In the long term people are likely to split up the large meshes anyways to work around the limit, so it would be more efficient and effective for us to do this splitting up internally even if we continue to have hardware limitations but thereās no infrastructure for that yet.
Found a minor problem with the mesh preview viewport, looks like the zooming is reversed when scrolling (scrolling up zooms out while scrolling down zooms in).
We are aware of this, unfortunately the preview window and the viewport are not the same so camera actions do not match 1:1. Weāll be trying to make enhancements to the viewport window to make this experience better!
You can see a list of all current known issues under the relevant section in the announcement:
Awesome! If you are open to it, weāll still appreciate receiving the original file that caused the error. We want the importer in this case to simply rescale your model properly (and warn you that itās doing so); you or future modelers shouldnāt have to get around this issue manually