> For the complete documentation index, see [llms.txt](https://animotive.gitbook.io/animotive-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://animotive.gitbook.io/animotive-documentation/asset-import-preparation/character-import/characters-basic-points-for-meshes-and-textures.md).

# Characters: Basic Points for Meshes and Textures

**Meshes**

The following bullet points are tips and best practices for Animotive-ready meshes.

\
![](https://lh7-us.googleusercontent.com/SQL6YoMAFhK9Sr6P02dTnZaPFFHU0RZ_ZR1iuF2d-ZRz-bo8bdZuTl0v4Fw3lcS9HzLUsR2yPT6c98p9MTjSP_ezC6XW5htPfQLnOa1A9ipLYI_kesbcfR1NGksRG4PFcy015supMRBFWW5gc0Mp-AA)

* 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 facial blendshapes (shape keys) should be named correctly; according to the system being used, eg; [ARKit](https://arkit-face-blendshapes.com/) or [MetaQuest](https://developer.oculus.com/reference/unity/v46/class_o_v_r_face_expressions/#a05d1349f5dbea07a93aa00b68ee6bf9fab75fcdd2d72d9e000beab48622402d93)
* 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 Unity’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; “Table\_Albedo\_1024” or “Chair\_MetalSmooth\_2k”
* 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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