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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

Set: Basic Points for Meshes and Textures

Meshes

  • Only FBX and GLB formats are acceptable at this time

  • Scaling is based on real world sizes, remember to check your units in your modelling software.

  • Mesh origins should be at world zero

  • Tri-counts should be no more than 1 Million (1,000,000)

  • Multiple meshes are supported

  • Each mesh must have a UV map

  • Animation that is contained on any elements will not come through

  • Floor areas in your set that will be used for Animotive performances should be flat (Animotive cannot generate a floor collider with an irregular ground plane)

  • Make sure the model is as clean as possible

  • Any set elements that you want to interact with should be imported as a separate FBX / GLB file

Textures

  • Animotive accepts: PNG, JPG formats

  • 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 materials 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

PreviousProps: Basic Points for Meshes and TexturesNextImporting a set asset into Animotive

Last updated 6 months ago

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