![]() ![]() Title – this will usually take on the name of the model file by default, but this can be changed. Import Geometry – import a single model (Batch Import can only be done from the button in the Custom Asset Library). Project Source – states the path to the project if already defined, otherwise the source is stated as a New Project up until it is saved. fbx material formats, for instance, are unsupported at the present time. This should be done in the software the model was created in, although the materials may still have to be assigned manually in the Custom Asset Material Editor. Support criteria for the different model types differs and the Custom Asset Editor does rely on the paths being set correctly for the model’s textures. Therefore, it is advised to check your poly count before importing a model file into the Custom Asset Library. Lastly, trying to import a model with over 20k may result in Enscape crashing. ![]() It can also result in the model not being shown in the Enscape viewport, despite a placeholder being shown in the CAD. This also means a thumbnail cannot be generated for the custom asset, which is needed to export the asset to the library in the first place. A model with more than 20k polys may be successfully imported, but you will be given a warning message that the model may affect performance and that the asset may not be visible in the Asset Editor Preview window. Model files to be imported should be low polygon models that, for performance reasons, should have less than 20,000 triangles (also referred to as 3 sided, or 3-point polygons). As these constitute the most common cross-platform industry standard formats, a model that can be converted to one of these formats can, in theory, be imported into the Custom Asset Library. Only the file formats *.gltf, *.obj or *.fbx can be imported to the Custom Asset Library. ![]()
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