Microsoft Maquette

Microsoft Maquette

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genbod Apr 14 @ 10:49pm
Importing several objects in same .fbx
I have a complex object (a truncated icosohedron) that I have split into multiple objects, one for each face and each face has thickness. I want to be able to move each face individually like an exploded view kind of effect. I made the whole thing in Blender. I can export as an .fbx into maquette and place the object and scale it as a whole but I can't do anything with the individual objects. I can export from maquette into Unity and the prefab has each object separated and nested so I can translate each object individually like I want. My issue, is why aren't the objects showing up seperately in maquette? Is there no support for multiple objects in the same .fbx. I would try and export each face as a separate object, but it would be a nightmare trying to get them all aligned again etc. My ideal solution would be to have Maquette import a collection of objects in the same .fbx as a group and then let me ungroup them and translate them separately. It would be great to add some kind of transform widget that lets you translate along local or global axis etc. as well. Is there anything planned like this?
Originally posted by JiaFromMSFT:
When import an external model in today’s Maquette, there is a “editable” checkbox which would convert the model into a group hierarchy if the object originally composed of multiple sub-meshes. At the moment, it will also force Maquette’s default material, before we can figure out how to handle external material/shader/texture dependencies when export to Unity.

Regards to your question, was the “editable” option not clear to you, or was it not useful as you would have to lose the original look of the model?

Thanks for the feedback!
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The author of this thread has indicated that this post answers the original topic.
When import an external model in today’s Maquette, there is a “editable” checkbox which would convert the model into a group hierarchy if the object originally composed of multiple sub-meshes. At the moment, it will also force Maquette’s default material, before we can figure out how to handle external material/shader/texture dependencies when export to Unity.

Regards to your question, was the “editable” option not clear to you, or was it not useful as you would have to lose the original look of the model?

Thanks for the feedback!
genbod Apr 15 @ 2:18pm 
ahhh. That works! I didn't understand what the editable box meant and even then and didn't realize that my object was no longer selected so the ungroup wasn't available. It works like I would expect now. Really cool. Any advice on dealing with different coordinate spaces between Blender, Maquette and Unity? I think ultimately, I want all of the faces with local axis aligned to their current orientation. That way I can move everything along their normal and get that exploded effect. Also, I would be able to reset the transform and get back to the original shape. I noticed that the prefab created for Unity has parent object for each piece but both the parent and the individual meshes have transforms and I can't figure out how those are created. It would help to understand what transforms are applied when importing and exporting objects. Then I might be able to figure out how to make the model in Blender so I have more control over alignments etc.
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