Fbx unity import settings
- #FBX UNITY IMPORT SETTINGS UPDATE#
- #FBX UNITY IMPORT SETTINGS CODE#
- #FBX UNITY IMPORT SETTINGS SERIES#
If enabled, the first frame (frame 0) of the animation track will be used to replace the Skeletal Mesh's reference pose.
#FBX UNITY IMPORT SETTINGS UPDATE#
If enabled, this will update the Reference Pose of Skeleton Asset of the Skeletal Mesh/Animation being imported, to the reference pose in the FBX file being imported. The new Skeleton's name will be that of the SkeletalMesh with Skeleton appended. If no existing Skeleton is selected, a new one will be created from the SkeletalMesh being imported. The Skeleton the SkeletalMesh should target. This allows animation only imports when importing a Skeletal Mesh. The options are as follows:įor Skeletal Meshes, disabling this will have the importer attempt to import the FBX file as a Static Mesh. This import option adjusts how Normals will be handled. If the LOD model is skinned to a different skeleton, it must meet the Unreal LOD requirements, with the exception that the name of the root bones can be different since the FBX importer renames the root bones automatically. For Skeletal Meshes, the LOD models can be skinned to the same skeleton, or a different skeleton. Otherwise, only the base mesh from the LOD group is imported. Transform Vertex to Absolute must be set to false.Ĭreates LOD models for Unreal meshes from LODs defined in the file. The pivot of the FBX file will then be the origin of the mesh. If true, the pivot rotation will be applied to the mesh. If false, the FBX will import without any node heirarchy transform. If true, the FBX file will use the transform, offset, and pivot for the world origin.
#FBX UNITY IMPORT SETTINGS SERIES#
If disabled, then a UCX mesh could be decomposed by the engine into a series of convex hulls to get the appropriate shape.
This option forces all UCX meshes to receive one convex hull. If enabled, the importer will generate a set of unique, non-overlapping, UVs for use with static lighting. It will also double the index buffer size. This is required to optimize a mesh in mirrored transform. This is used to reduce the number of GPU state changes between drawcalls. It is recommended to disable for larger meshes. If true, the mesh will be optimized for PN tessellation. In general, this option should be enabled. Disabling this option will keep degenerate triangles found. If enabled, degenerate triangles found during import will be removed. This will be override color in the case that Vertex Color Import Option is set to Override. Disable this to preserve vertex colors painted within the editor using the Mesh Paint tool. If enabled, vertex colors on an existing mesh are replaced with the vertex colors from the FBX file. You may select an LOD group at import time and change it at any time in the Static Mesh Editor. Mesh LOD group settings may be overridden per-platform / device profile.
Mesh LOD groups define default level-of-detail settings, light map resolution, and permit global overrides (e.g. This dropdown allows you to choose the LOD group to which the mesh will be assigned. This will not be used if custom collision is detected in the FBX file. This will automatically generate collision for your Static Mesh. The import options will switch to handle importing the FBX file as a Skeletal Mesh. VertexCount += mf.sharedMesh.vertexCount ĭebug.Log("Imported model "+g.For Static Meshes: This will attempt to import the FBX file as a Skeletal Mesh. VertexCount += įoreach (var mf = g.GetComponentsInChildren()) To count all the vertices of a prefab when it's imported you may want to use: void OnPostprocessModel(GameObject g)įoreach (var smr = g.GetComponentsInChildren()) For anything prefab related inside the editor you want to have a look at the PrefabUtility class and in particular the InstantiatePrefab method. Note that this clone is not connected to the prefab / source object it came from. Instantiating an object means you create a clone in the current scene.
#FBX UNITY IMPORT SETTINGS CODE#
Inside editor code you should not use Instantiate unless you really know what that means. Inside the editor you should always use the sharedMesh property. However this only works at runtime and is only ment for runtime use. The mesh property will try to instantiate the mesh for this MeshFilter only. The second point is: do not use the mesh property inside the editor, ever. So you may want to check for both a SkinnedMeshRenderer and a MeshFilter in case no SkinnedMeshRenderer was found. Well there are a few things you should keep in mind:įirst of all an imported model might have either a MeshRenderer + MeshFilter component or a SkinnedMeshRenderer.