Characters: Basic Points for Meshes and Textures
Last updated
Last updated
Meshes
The following bullet points are tips and best practices for Animotive-ready meshes.
Characters should be in a valid, palms down T-pose for best results where possible
Multiple meshes are supported
Poly counts should be between 500 - 250,000
All normals are facing correctly including on all blendshapes
Each mesh must have a UV map
Scaling is based on real world sizes, remember to check your units in your modelling software.
Transforms should be zeroed out
Feet and mesh origins should be at world zero
Make sure the model is as clean as possible, get rid of unused textures and materials, bake modifiers, delete history, unnecessary nodes, animation curves, deformers etc
Textures
Animotive accepts: PNG, JPG
Ensure that all texture maps are square and multiples of 256 pixels
Texture maps should be no larger than 4096 x 4096 resolution
Texture maps should conform to Unityโs usual URP format. If using a software like Substance Painter, look for the Unity Metallic workflow output presets
For best practice, remember to clearly name your texture maps with the name of the object, the channel it should be applied to and the resolution of the file, eg; โTable_Albedo_1024โ or โChair_MetalSmooth_2kโ
For best practice, remember to clearly name all your materials. Having clear names on your textures and materials will make things much more manageable if you need to hook up multiple textures to multiple materials
Although animotive can handle multiple textures on a model, it is good practice to consolidate materials and textures into as few as possible. It will also be easier to manage if you have a large scene with many characters, props and sets
Using trim sheets is a great way to use texture maps efficiently where possible
Emission is currently not supported in Animotive
UDIMs are not currently supported in Animotive