-
-
Notifications
You must be signed in to change notification settings - Fork 970
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Hierarchical FBX Importer #2553
Comments
Hi @Aggror. can this issue be assigned to me to take care of! |
Can I suggest against the toggle feature to combine or not combine mesh at import. Instead always import hierarchy as replica of source file. It will help prevent bifurcation in pipeline, and user point of view do it once in modeling tool wether to export fbx as merged or single. From what I see thats how usually it in other game engines as well. Please suggest! |
What do you mean, Unreal doesn't build blueprints or scenes out of the imported file so hard to compare, and unity can discard the skeleton depending on the import settings. Changing this would be a major breaking change anyway. |
In Unity for instance(AFAIK) the imported asset hierarchy is same that of source file. If to merge all, thats done by chaning the source file(fbx) in modelling tool or through scripts at runtime? P.S. I'm strictly talking of mesh hierarchy, not the skeleton, material or other referenced in fbx |
So, every individual mesh contained in that file would be split into its own file ?
It kind of sounds like we're creating something truly awful here, let's take a step back and have a concrete proposal as to how this should be designed instead.
|
Summary
Our community has voiced concerns about the current handling of FBX files within our engine. The main issue is that FBX files are imported as a single model instead of being split into multiple entities, respecting the original hierarchy as structured in their 3D package. This discrepancy hinders workflow efficiency and limits creative flexibility, impacting both game developers and artists.
Proposal
We aim to develop an enhancement for our engine that introduces a much-needed feature: the option to split an FBX file into multiple model assets based on its internal hierarchy. When this toggle is activated, our engine will not only split the model but also automatically generate a prefab that mirrors the original hierarchy found in the FBX file. This approach will significantly streamline the asset integration process, fostering a more efficient and intuitive workflow for our users.
Objectives
Funding: $700,- USD
https://opencollective.com/stride3d/projects/hierarchical-fbx-importer
The text was updated successfully, but these errors were encountered: