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Chapter 7. Imported Assets. 3D Art Assets. Tips for creating your own assets Name all objects Use naming conventions for your textures Two objects using the same material in your DCC app will also share the material in Unity
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Chapter 7 Imported Assets
3D Art Assets • Tips for creating your own assets • Name all objects • Use naming conventions for your textures • Two objects using the same material in your DCC app will also share the material in Unity • If your modeling app allows, collapse objects to editable mesh to prevent edge errors • When exporting the FBX, make sure to check Animations, if you have them • Keep complex animation hierarchies in orthogonal orientation until after importing to Unity • Unity does not support vertex animation • If you are using 3ds Max, you can use the Resource Collector to copy your textures into the Assets folder before you export the FBX
Import Settings • Model • Set the scale during import • Scale should be realistic but at least believable • Rig • None, legacy, generic, humanoid • Generic uses Mecanim system and adds an Animator component • Legacy uses Animation object • Mecanim system has built-in blending • Children inherit the transforms of their parents • Items without parents will have the scene as a parent • An empty game object should be created to act as parent • Given a group of animated objects that must be separated, create a duplicate of the group and erase duplicate objects
Import Settings • Animation • Check start and stop frames
Setting Up Materials • Materials imported on a limited basis • Layers • Provide a way to include and exclude objects and effects
Summary In this chapter, you imported assets for your scene and learned how to process them for animation and materials. When importing animated assets, you learned how to correct scale. When the animated objects come in together, their animation component, either the newer Mecanim Animator or legacy Animation, was on the parent. Single animated objects, you found, need to be parented before you adjust their placement in a scene. You also learned how to split the Take 001 animation clip into individual behaviors. On importing objects, you found that, as a default, Unity creates generic materials using the original material’s Diffuse texture map as the name. If no texture map was used for the material, the Unity material was named for the file and appended with the original material name, unless a different option was chosen. After importing, you discovered you could use different shaders to improve the look of the materials. One of the most important concepts was that of using the alpha channel component of a texture as something other than an alpha channel mask. You also found that you could have Unity generate normal maps, but that you needed to duplicate the original texture before doing so. Additionally, you found that Unity converts all texture maps to dds format internally.