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 youโ€™d 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 Unityโ€™s 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; โ€œTable_Albedo_1024โ€ or โ€œChair_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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