Props: Basic Points for Meshes and Textures
Meshes
The following bullet points are tips and best practices for Animotive-ready meshes.
Animotive requires props assets be in FBX format
TRI counts should be between 1 - 100,000
When preparing prop assets for export, assets should be centred at origin with transforms zeroed out
When preparing prop assets for export, assets should be positioned as you would expect them to spawn into an Animotive session, for example; a bottle should be positioned upright as youโd normally find it on a table as opposed to placing it on its side.
Props do not require bones or joints in order to work
Animotive cannot currently accept prop assets with animated or interactive elements, for example; guns with triggers
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
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