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Import gltf model

davide445
polycounter lvl 2
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davide445 polycounter lvl 2
I've created this model and want to import it in UE4, for a construction simulation experiment.
Downloading in gltf format appear the humble Creator is perfectly able to import it and maintain the components
Using UE4 built in experimental importer does create this result
Using the Gltf 4 UE4 importer I achieved this result
BUT the scene is unique so I can't edit the single elements, I need to resize it 1/100, the shapes appear to be "inflated", there is a warning during the lighting compilation
"Warning: No importance volume found, so the scene bounding box was used.  You can optimize your scene's quality and lighting build times by adding importance volumes." I suppose for his excessive size, and the colors are seen only in setting the asset as Movable mesh.
I did't have a clue what to do, tried also to create a 3ds and from this a fbx but the import result in about 5000 different items I need to manually reposition.

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  • Obscura
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    Obscura grand marshal polycounter
    Enable "combine meshes" on the fbx import but then you won't have separated meshes so the construction won't work... You should really use real instanced static meshes for this though. How this should be done, is to import the DIFFERENT elements one by one and put them together inside unreal, using instanced static meshes. That way everything would be hundreds of times cheaper. Not sure how much you care about  the performance though.
  • davide445
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    davide445 polycounter lvl 2
    Obscura said:
    Enable "combine meshes" on the fbx import but then you won't have separated meshes so the construction won't work... You should really use real instanced static meshes for this though. How this should be done, is to import the DIFFERENT elements one by one and put them together inside unreal, using instanced static meshes. That way everything would be hundreds of times cheaper. Not sure how much you care about  the performance though.
    Combine mesh is working fine with fbx but I need to have the components editable.
    I didn't care so much about performances since I will not generate a game but some images, my problem currently is to import the object in a way is visible and his components (there are 237 parts) are individually editable.
    For reference here is possible to find the 3ds file, I was not able to import it except converting in fbx with all the problems I described, any suggestion for another approach is welcomed.
  • Obscura
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    Obscura grand marshal polycounter
    If you would use the real instanced static meshes, all elements would be able to be separately transformed, if thats what you mean by editing them. Simple static mesh components too, but that would be way heavier on performance. Check these out:
    https://answers.unrealengine.com/questions/178414/difference-between-instanced-static-mesh-component.html
    https://www.youtube.com/watch?v=oMIbV2rQO4k
    https://www.youtube.com/watch?v=aFwvZ-skzCU
  • davide445
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    davide445 polycounter lvl 2
    Sorry for the very late answer, this is a project I can work on few days at time. 
    By editing I mean the possibility to achieve this https://youtu.be/g_3qLUHlTTs
    so being able to individually change materials, change position etc
    So I'm not sure if static meshes help me in this goal. 
    Gltf appear to have the problem being a scene and current UE4 importer didn't support that, need I to change the scene in something else? 
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