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 Unityโs 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; โTable_Albedo_1024โ or โChair_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
Last updated