Asset Import

To import an object into the TwinOne software I start by clicking on the library icon at the top right.

In the 3D models category we have the asset tab which contains some preloaded assets.

In the MY Asset tab, we find the Add 3D models icon instead.

Let’s select our FBX model to import.

The timing of import mainly depends on the polygonal density of our asset.

In most cases, it only takes a few seconds.

Once our model has been imported, we will find it in the MY Asset Tab.

We can then drag it onto the scene.

We can use the gizmo functions to control the position, the rotation and the scale. We can also use the gizmo shortcuts: 1, 2 and 3.

In the composition menu of the scene panel we are able to make more precise corrections to our assets position.

At the bottom of the panel we will find the “3D options” menu, with the coordinates of position, rotation and scale.

It is possible to rotate the object even by pressing the middle mouse button.

To import an asset into TwinOne SEE do I need to edit it in any specific way?

To get into TwinOne you don’t need to modify your assets. Generally any asset, modeled according to traditional 3D world rules, will work correctly.

To resolve any doubts here is a quick list of the main things to check:

  • Poly count we can handle: Mid to High polycount (500k average, complex models can go up to 1M) .Poly count affects import and open project times, lower the polycount shorter the loading times.
  • Use a “quads” topology with regular flow and distribution, this improves material and lighting rendering. Manual retopology is not necessary (automatic remesh is usually fine).
  • Always maintain a clean geometry (no: inverted normals – nonmanifolds – holes – laminafaces – ngons – zero map area – etc).
  • When necessary remember to give a “thickness” to your models.
  • We recommend modeling your assets in “real-size” and exporting them in centimeters.
  • We recommend that you combine the parts of your model according to the materials you are going to use. During the import step we read the individual meshes and the slot ids applied to them.
  • Remember to Weight your asset Normals correctly. Usually, for mid to high poly assets  it is enough for normals to be set to “soft”.
  • Set the pivot of your models to the center/base of the object, and place the asset at the origin of the world.
  • Make the UVs of the model according to the placement of your artwork. We suggest keeping them in the scale of one meter (1u=1cm) and place the center of the UV island at the coordinates (0.5-0.5).
  • Apply the modifiers, freeze the transformation and delete the history of your model before exporting.
  • Export your model in .fbx format, with z-up orientation.

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