demostenes Posted May 9, 2018 Posted May 9, 2018 My idea of workflow is following. Open node, rename mesh surfaces according to need, apply. Node is resaved, mesh is changed. Currently I can rename in resource editor, or any external tool, but then I have to manually reassign materials and redo all other settings like LOD settings in node, which can be time consuming (much more than renaming). Sometimes you need to do such changes, it is not possible to anticipate future developement to detail.
morbid Posted May 10, 2018 Posted May 10, 2018 Hello, I've posted your request. I guess such feature could have some side effects. We need to estimate the impact on current workflow. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
morbid Posted May 14, 2018 Posted May 14, 2018 After a briefing with our artists and devs, we decided not to implement this. A surface is an in-engine term and in case of FBX reimport a lot of settings could be lost. FBX doesn't "know" what surface is and will overwrite changed data. So right now it just wouldn't work out. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted May 14, 2018 Author Posted May 14, 2018 (edited) Ok, I understand. Just to explain how we work. We have little bit different workflow, actually we modify .mesh files quite often (we use resource editor for fixing normals very very often). Also some operations with skinned meshes are pain in the ass in any 3rd party modelling tool, so we wrote in engine tools for this. We also still use exporter plugins from 3dsmax to .mesh, because in some cases it is still far more effective than importing fbx into engine (we are importing thousands of meshes each year). And last reason is, that we dont need to have so many licences for 3d modelling tools, because additional work with meshes like merge, which is required by level designers, is easy doable in engine. Current philosophy of engine is import final tuned fbx and .mesh is created in runtime directory (so in theory you dont know about such file). This indeed make sense and it is clean workflow. Anyway I prefere to import .mesh file, beacuse it is simply much faster (much cheaper, resources are very precious to us) to not solve everything in max/maya, but finish in engine directly in mesh file. Edited May 14, 2018 by demostenes
morbid Posted May 17, 2018 Posted May 17, 2018 Well, we suppose that workflow with fbx is suitable for the majority of users. Probably it is possible to implement only for independent meshes, that aren't runtimes for fbx. I'll edit this feature request. 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted May 17, 2018 Author Posted May 17, 2018 3 hours ago, morbid said: Well, we suppose that workflow with fbx is suitable for the majority of users. Probably it is possible to implement only for independent meshes, that aren't runtimes for fbx. I'll edit this feature request. Thanks. Btw, why did you gave up aproach from 2.6, that in runtime is always .mesh, no matter if source is fbx, or mesh?
morbid Posted May 21, 2018 Posted May 21, 2018 On 17.05.2018 at 4:31 PM, demostenes said: Btw, why did you gave up aproach from 2.6, that in runtime is always .mesh, no matter if source is fbx, or mesh? One of the reasons was to shrink project size. Now you can keep unchanged assets that don't generate additional files. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
morbid Posted August 29, 2018 Posted August 29, 2018 Hi @demostenes I'd like to ask how crucial is this feature for your project. We're focused on improving our plugins for FBX and CAD import. In-editor changes made to meshes will be always overwritten after model reimport. Our team agrees that implementing this will be too costly in the context of further Editor development. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted August 29, 2018 Author Posted August 29, 2018 Hello, this is nothing crutial. In case it is too costly, it does not make sense to implement it.
Recommended Posts