Importing 3D Models into Studio
Once you've exported your model to a supported file format, it's ready to be imported into Studio.
Before importing your model make sure that it adheres to Studio's limitations
Importing
Importing the model file
If your model is an FBX, POD, GLB, or embedded GLTF file, you can drag the file into Studio's Media Library import box to import them.
For OBJ models you'll have to import the .obj
and .mtl
files at the same time in order for Studio to correctly identify the textures. For non-embedded GLTFs, you will have to import the .gltf
and .bin
files together.
This will present you with a window asking for you to name your 3D symbol. 3D models are imported as subsymbols, ready to be used multiple times in a project if need be. Once you have named your model symbol, select OK.
An Import 3D modal will then appear allowing you to preview your model and tweak some of the settings to ensure your model is imported correctly.
Material
The texture files linked to the 3D model's UV map channel are displayed in the Material tab.
You can import texture files here by dragging them into their respective fields or bulk import them by dragging all of the files into the Drop All Textures field (available if more than one texture is detected).
The Using Material drop-down lets you switch between the different material types.
You can use the 3D preview on the right-hand side to make sure the textures have been mapped correctly. A default checkerboard texture will be displayed when a texture hasn't been assigned.
You cannot finish the import until all detected textures are assigned.
Animation
The Animation tab allows you to define the animation timelines to be created for the imported model (if it was exported with animations).
If an animation is detected within the model a full timeline will be displayed with the start and end frames of the animation along with the frames per second it was exported at.
You can create further timelines here by clicking the plus symbol and giving the timeline a name, start and end frames, and the frames per second to play it at.
The minus symbol can be used to remove an animation timeline.
Animation timelines defined here will appear within the animations Controller within the 3D subsymbol. For more information on how to play animation timelines please see our Playing 3D Animations article.
Scale
The scale that the model should be imported at can be set in the Scale tab.
Upon importing a model a bounding box will be calculated based on the vertices of the model.
If Scale to Fit is selected, the scale of the model will then be altered so that the bounding box has a scale of 1 in at least one of it's axis.
For example, a model with a bounding box of (0.5, 2, 0.3)
will be scaled down by 50% so that the Y-axis has a scale of 1 resulting in a bounding box scale of (0.25,1,0.15)
.
Alternatively, you can select the Zoom option to set the scale manually. The default value for the Zoom option is the value that would be applied if Scale to Fit were selected.
A Zoom value of 100% will import the model at the scale it was exported at.
Attachment Points
The final Attachment Points tab exposes a list of bones and joints from rigged models that can be used as Attachment Points.
Selecting a bone or joint in the left panel will highlight it on the model in the preview window.
To move a bone or joint from the left panel to the Attachment Points panel on the right (and vice versa) you can use the arrows.
Chosen bones or joints (ones in the right panel) will remain highlighted on the model in the preview window and will be the ones exposed as attachment points.
Click Finish to finalize the import, this will create a new symbol in your Symbol Definitions panel.
Creating an instance of your model
To add your 3D model to the scene, drag its subsymbol from the Symbol Definitions panel into the Heirarchy. This will create an instance of your 3D model in the parent symbol.
We recommend placing your 3D model on a tracking image when displaying it in AR.
Adjusting Properties
The 3D model's Import 3D settings can be accessed after it has been imported by right-clicking on the symbol definition and selecting Properties.
Once you're done editing the settings, click Finish to save your changes.