![]() name for collider shape model = COLLIDER SHAPE_name_of_the_object = UBX_Car or UCS_wall1_part1 for example.if mesh has for example only _LOD0, _LOD2 and LOD4 meshes, LOD2 will behave like LOD1 and LOD4 like LOD2.if the mesh doesn't meet any known prefix or suffix convention, it will go to LOD0.more meshes/models per LOD are possible = Car_LOD0, Trunk_LOD0, Wheel_LOD0 will all be imported to LOD0.LODs suffixes are starting with LOD0, LOD1, LOD2 and can go to whatever LODx number you want.name for LOD model object must look like this = name_of_the_object_LODx = Car_LOD0, Bowl_big_LOD3.to detect what mesh object is part of what LOD, the engine is looking at a suffix in a name of a model.Buildings: Main entrance pointing along Z (Enfusion).Vehicles: Nose pointing along Z (Enfusion).always align assets pointing along Z axis in Enfusion for this asset must be oriented as pointing along/towards the Y axis in Blender, 3dsMax and Maya.keep in mind that duplicated object names might problem from Blender and sometimes might confuse Workbench FBX importer, therefore it is recommend to use unique names for objects.In other words, you can organize you source file however you want. the import into Enfusion doesn't take into account any layers, so you can put your models into any layers you want.for good readability it is strongly recommended to use LARGE letters for prefixes and suffixes and small letter for text in the core name of an object.engine(xob.meta file) data, what prevents Bohemia Blender Tools addon to properly match material name(stored in FBX) -> emat ![]() if such symbol is used in material name it gets converted to "_"(underscore) during FBX import, what causes inconsistency between source(fbx) vs. ![]()
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