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Animotive Documentation
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  • 👋Welcome
  • Fundamentals
  • 🛠️Getting Setup
  • 🎮Controls
  • 🗒️Release Notes
    • Animotive 0.8.2.13 Release Notes
    • Animotive 0.8.1.10 Release Notes
    • Animotive 0.7.9.12 Release Notes
    • Animotive 0.7.8.11 Release Notes
    • Animotive 0.7.6.6 Release Notes
  • 🧌Asset Import Preparation
    • Character Import
      • Characters: Basic Points for Meshes and Textures
      • Character Rigging for Animotive
      • Importing a character asset into Animotive
      • Using other character creators with Animotive
        • Exporting from Maya
        • Character Creator 4 to Animotive
        • Preparing Synty Characters in Maya for Animotive
    • Sets and Prop Import
      • Props: Basic Points for Meshes and Textures
      • Set: Basic Points for Meshes and Textures
      • Importing a set asset into Animotive
      • Materials & Textures
      • Scaling
      • Environmental Lighting
  • 🖥️Resources
  • ❓Frequently Asked Questions
  • Learning Animotive
    • 🔍Learning Animotive
    • 🌐Creating A Project
    • 🎞️Create A New Scene
    • 📬Inviting Your Team
    • ⏱️Starting A Session
    • ⚖️Calibrating
    • 🔮Teleporting
    • 📄Menus
    • 🧙‍♂️Spawning A Character
    • 🤸Embodying A Character
    • 🎭Performance
      • Mirror Mode
      • Hand Gestures
      • MoCap
      • Face and Eye Tracking
    • ⏺️Capture
    • 🎥Cameras
    • 💡Lights
    • 🔻Timeline
    • 🎬Takes
    • 🎨Props
    • 📜Prompter
    • 📺Export
      • Exporting to Unreal Engine
    • 🎮Animotive Animation Transfer Tools for Unity
  • 🕺Steam VR Tracker Support
    • Pairing + Setting Up Tracker in SteamVR
    • Enabling SteamVR Full Body as the Animotive Capture System
    • Calibrating
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  1. Asset Import Preparation
  2. Sets and Prop Import

Props: Basic Points for Meshes and Textures

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Last updated 10 months ago

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 you’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 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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