Uploading Mesh Does Your Camera Matter Where It Is?
This article summarizes how to upload meshes to Roblox from models created in Autodesk Maya, Blender, etc.
Uploading Meshes
The easiest fashion to upload meshes is through the Import button of the Asset Manager window (View tab → Asset Manager).
Upon completion, this will create one or more mesh assets in the Meshes folder:
Past default, a file consisting of multiple meshes volition import into Studio as separate meshes. If this is non your desired outcome, cheque Import file as single mesh when importing the file.
- If whatever kid mesh contains more than 5000 polygons, the parent mesh volition exist rejected.
- If a parent mesh contains more 50 child meshes, all children meshes will be rejected.
Inserting Meshes
To insert a mesh into your game, correct-click it and select Insert. Alternatively, if the mesh contains location data, you may preserve it upon insertion by selecting Insert With Location.
This volition insert a MeshPart
instance with your mesh applied:
Applying Textures
A mesh file can define a path to a texture for a mesh. If this is set and the path is valid, the texture will automatically be applied when the mesh is inserted.
If the texture is not inserted automatically, 1 tin be practical to a MeshPart
by setting its MeshPart/TextureID|TextureID
, either in Studio or at runtime through a script.
To apply a mesh texture in Studio:
- Select the
MeshPart
object within the game editor view or Explorer hierarchy. - In the Properties window, click on its TextureID field.
In the context popup window, the texture can exist applied in various ways:
- Select whatsoever prototype (texture) that you previously uploaded.
- Upload a new texture past clicking the Add together Image… push about the lesser of the popup.
- If yous know the Roblox asset ID for the texture, for instance
rbxassetid://0123456789
, yous can paste it into the URL field at the peak of the popup.
Collision Geometry
Like UnionOperation|UnionOperations
, MeshPart|MeshParts
have a CollisionFidelity property. This setting determines how closely the visual representation of the object matches the physical bounds of the object. See MeshPart/CollisionFidelity|CollisionFidelity
for more information.
Level of Detail
By default, meshes volition ever be shown in precise fidelity, no matter how far they are from the game camera. This improves their appearance when viewed from any distance, but if a place has a large number of detailed meshes, it may reduce overall game articles/Improving Performance|performance
.
To dynamically control a mesh part'southward level of item, change its enum/RenderFidelity|RenderFidelity
holding to Automatic. This will crusade the mesh to be rendered at a different level of particular depending on its distance from the camera:
Altitude From Camera | Render Fidelity |
---|---|
Less than 250 studs | Highest |
250-500 studs | Medium |
500 or more than studs | Lowest |
Troubleshooting
With mesh importation, certain issues can occur. Well-nigh of these are caused by a misunderstanding of what Roblox allows on importation. The following are some mutual issues and an overview on how to fix them.
Scenario | Solution |
---|---|
Import Issues With Complex Multi-Mesh FBX Files | Complex .fbx multi-mesh files may not import correctly, causing unexpected mesh positions or rotations. One workaround is to use the Wavefront (.obj) format instead. If you're exporting from Blender, brand sure each mesh is exported as a group:
|
Model Contains Rigging or Animation Data | Studio does not currently back up animation or rigging data importation. If your mesh is reliant on an initial transformation based on animation/rigging data, it will not exist preserved and your mesh may expect wrong. To prepare this, remove the blitheness/rigging nodes and upload the mesh over again. |
Extremely Large FBX Files Exported From Blender | Blender may apply a scaling cistron when exporting a mesh every bit an .fbx file, depending on its settings. This may result in oversized meshes when importing into Studio. In that location are at to the lowest degree two ways to prevent Blender from applying the scaling cistron:
|
Out of Bound UVs | UVs map the location of the texture to a position on the mesh. UVs exterior the premises of the texture are fatigued as if they're however within the texture, resulting in a tiled texture. This tin exist fixed by remapping the mesh with UVs inside the bounds of zero and one. |
Source: https://developer.roblox.com/en-us/articles/Mesh-Parts
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