New Unified, Smart Mesh Importer Beta

Ive tried to import a map with 600k tris, but ive encountered a couple of problems.

One, my mouse cursor is not visible within the importer window.

Two, selecting any mesh within the hierarchy causes a significant hang, 4-20 seconds, its even worse when trying to check the box to deselect the mesh from being imported.

There’s a pretty big hang at the start when choosing the file to import, id suggest adding a spinner or something to signify that studio is working, and has not just blatantly crashed.

Meshes that cannot be imported due to whatever reason, should by default be deselected, and the user should decide whether or not to select them.

Otherwise, really well made.

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Its not a decimated model because I didnt decimate it in blender and how can you check the wireframe model in studio?

This is unprofessional, but

OH MY GOD IM SO EXCITED FOR THIS AAAAA <3

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I was talking about the importer. They said that the new importer will automatically simplify any meshes above 20k tris.


Go to the view tab in studio and you should see the Wireframe Rendering icon near the top-right side of the screen.

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It’s still not enough! Where is my limit of a million polygons?

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Hey there, Is the importer supposed to re-upload each individual mesh?
Including the exact same mesh its done before?
Not sure how hard it would be, but wouldn’t it be way better optimization-related to have it re-use meshes and place them accordingly.

It does reload each mesh. What you can do is set up a modular system, load the pieces in and then copy them. Then, set the minimum move distance equal to the width of the parts for aligning them (I use 20 studs).

That’s a lot easier if you will be using PBR.

Yes, right now that’s the same behavior as the old importers, but we do have plans to eventually allow different types of behavior and auto-detection to make iterating on a scene to complex asset much more enjoyable.

This is a really complex problem and we’re still wrangling out some of the details on what it will be like, but be assured this is something we are working on.

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Yes we’re aware of the inital hang. It actually happens for every file, you just don’t notice it on small/simple ones.

We absolutely will be adding a clearer UI before this product goes out of beta. A spinner would be a good start but wouldn’t a progress bar be even better :wink: ! (Don’t hold me on this one, we may not be able to estimate the work precisely enough to give a good progress bar, but we will try! Regardless the UI will 100% improve for this)

We also plan to move the importer processing to a different thread. This would make it so that for really large files that can take a few minutes to lead, you could say move the window to the side and work on other stuff while you wait for it to finish loading.

As for the hang on the settings changes / clicking UI options. This is also a related problem. Right now, any setting change will reload most of the file. For many of the settings this is not necessary. We will be adding a smart setting filter to only reload partial sections of the scene depending on which settings are changed and which nodes are touched. Again, we both want to improve the UI/UX for those interactions as well as also move them to a separate thread so you can be productive while you wait.

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So in the future this will be able to import meshes with PBR material? cause when it tried it with materials already on the model in blender it didn’t come out as a pbr material for roblox it was just a texture on the mesh

@Unoriginal_Dev @A_SquaredAnimations

This is exactly what happened, we automatically apply simplification (blender calls it decimation) if a mesh has too many polygons. So for the katana the mesh, the mesh you see in Studio is not 100% exactly as you modeled it, but seeing as you weren’t able to tell just by looking at it, I’ll call that a great success!

Note that you should have had a yellow warning indicator on the mesh letting you know that if you proceed with import the mesh will be simplified

Also note, the mesh you see in the live preview is AFTER simplification was applied. So this allows you to inspect the result before you commit to creating a new asset in your inventory out of it.

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This is the goal yes. Right now we can’t import PBR materials, but we will be building that feature soon, and hopefully update the importer during the beta

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Those are some sweet models!

< A wild character limit restriction has appeared >

Is there any plans to make the polygon count higher for this update? so smoother meshes could be possible?..

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Have you looked into baking normal maps for your meshes? You can fake high poly without the loss in performance of high poly counts. I am still learning what works best, but you can get some great results!

Kinda fits here (poly count limits) but kinda doesn’t. If you want some help diving into this, send me a DM.

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What is the current limit of the number of meshes importing per FBX file? I kept getting requests timed out errors on importing maps with a lot of instances.

yooo thats smart so i can import meshes with 50k tris for example and it will automatically decimate it? if not what is the max tris.

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This update is actually more fire than I thought. This is a billion times better than the old trashy buck import.

The new importer is amazing! However I did notice that if you try to import a mesh that isn’t merged eventually the import will fail with this error message.

image

Yep this is a known issue for now, should be fixed in the first week of January. I’ll make an update when the fix is live