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 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 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

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