Author Topic: Multi file export mesh  (Read 281 times)

dnishimura

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  • INSANE Games Technical Artist
Hi there,

We're evaluating our physics engine choices, and we noticed most of them have trouble (including crashes) with large terrains exported as mesh.
If we had a way to export those terrains in tiles, we would be able to selectively disable some of them, would probably fix it and get some performance at the same time.

Marianne Calva

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Hi,
currently the multi file export is only available for heightmaps, not for meshes.
Now we have just developed a node to crop your terrain. it will be available in the next release.
That would be a way to export smaller meshes. I guess we can make components around that. We'll discuss internally to see what could be easily provided.

dnishimura

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  • INSANE Games Technical Artist
Hi there,

Just saw the crop terrain post, but if I were to export 6x6 tiles using the crop, it would be quite a manual work placing all crop nodes connected to all export nodes. And if by any reason I decide to change the tiling to, say, 5x5, I'd have to go and edit each crop node and change all the tiles width, height and offsets to support the new tiling options. If you guys have a better workflow for this case, I'd love to hear, because the way I see, it would be a huge rework, very unproductive.
« Last Edit: May 02, 2019, 09:17:44 PM by dnishimura »

Alexis Vaisse

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Hi,

You can use the Python API to automate the process.

We plan to extend the components to support file name parameters. That will allow to create component nodes to split a terrain and export it to several fbx files with just one node.

But the simpler for us will be to implement a multi-file mesh export node. We're going to add it to our backlog.
Thanks for the suggestion.