We’ve also taken steps to automatically handle errors that used to block import: the current importers have a mesh size limit of 10,000 triangles. In the future, we intend to make it possible to fix many common issues, such as rig naming problems, right in the importer without going back to your DCC tool. Uncheck a component in the hierarchy to skip importing it, which lets you import a mesh even if some part of it caused an error. Select an item to see details in the Inspector as to what’s causing the issue. Now, warnings and errors will show up contextually in the Hierarchy Panel. Today, these issues are often buried in the output window or even worse, silent. Errors are issues that will actively prevent us from being able to import the mesh, such as a missing texture. Warnings are issues that don’t block import but might cause your mesh to not appear how you expect, such as a mesh that is too big in extent (over 2048 studs) that we scaled down. Mesh files might also have issues that trigger warnings and errors.
Mesh enabler not appearing update#
As you select individual children in the Hierarchy Panel on the bottom left-if your mesh is more complex-the preview will update to show you the selected component.įor each selected item, whether the root file or a component, we auto-detect what you’re inspecting and give you appropriate options and information in the Inspector on the right so that you can easily see critical information and adjust common attributes (like the item’s name or what units your mesh was built in) before clicking import. It looks like this:Ī key element of this is the preview of your mesh in the top left. There is now one system that you use to import any mesh file, no matter what’s in it. Over the past year, we have completely rebuilt our mesh importer. Today, we’re taking the first step towards this smart, unified importer. We want to get to a world where there is one Roblox mesh importer that can import a box, an avatar, an animated avatar and a box, an object scan you made with your phone, or an entire scene…and it all just works and gives you the results you expect. Furthermore, if something is wrong, you often don’t know until your import fails or doesn’t look how you expect, making iteration slow. But they all work differently and, more importantly, they put the onus on you to format your mesh properly to work with the specific importer. That sentence doesn’t scratch the surface of how big of a change this is for those of you who work with meshes, so let’s dive in.Ĭurrently in Studio, there are multiple ways to import a mesh-directly into a MeshPart, Bulk Importer, the Avatar importer, and even user plugins. We are very excited to announce a beta of the smart, unified mesh importer. We are aware of an issue that prevents users from seeing the plugin button, we are looking into possible fixes. If it still says 506.1 you may not be able to see the plugin button.Īgain really sorry about the hiccup, but everyone should have access to the new importer beta now! (you can make sure you are on the right version by clicking File->About RobloxStudio and making sure the version is 506.2. Hi all, there should be a new update of studio available right now if you restart Studio.