manual:subwaysim:vehicle_development:import_fbx
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| manual:subwaysim:vehicle_development:import_fbx [2025/12/16 18:19] – created dcs | manual:subwaysim:vehicle_development:import_fbx [2026/01/14 11:19] (current) – dcs | ||
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| ====== Importing the .FBX File ====== | ====== Importing the .FBX File ====== | ||
| - | After finishing the mesh and rigging process in Blender and exporting the vehicle correctly (see the previous chapter), the next step is importing the FBX file into Unreal Engine. | + | After finishing the mesh and rigging process in Blender and exporting the vehicle correctly |
| + | (see [[manual: | ||
| + | the next step is importing the FBX file into Unreal Engine. | ||
| - | This step is critical, as incorrect import settings or a poor folder structure | + | This step is **critical**, as incorrect import settings or an inconsistent asset workflow |
| + | problems | ||
| + | * physics assets | ||
| + | * animations | ||
| + | * vehicle Blueprints | ||
| + | * material and repaint setups | ||
| + | |||
| + | ---- | ||
| ===== Preparing the Folder Structure ===== | ===== Preparing the Folder Structure ===== | ||
| - | Before importing the FBX file, we strongly recommend setting up a **clean and well-organized folder structure** inside your plugin. | + | Before importing the FBX file, we strongly recommend setting up a **clean and well-organized folder structure** |
| - | A consistent structure | + | inside your plugin. |
| + | |||
| + | A consistent structure: | ||
| + | * avoids asset duplication | ||
| + | * simplifies maintenance | ||
| + | * scales well for larger | ||
| In the **Content Drawer**, navigate to your plugin content folder: | In the **Content Drawer**, navigate to your plugin content folder: | ||
| - | [Plugin_Name]_Content | + | `[Plugin_Name]_Content` |
| - | Create the following | + | Create the following |
| * Vehicles | * Vehicles | ||
| Line 22: | Line 36: | ||
| * Textures | * Textures | ||
| - | Inside these folders, further subfolders are recommended depending | + | Depending |
| * Exterior | * Exterior | ||
| Line 28: | Line 42: | ||
| * Cab | * Cab | ||
| - | This structure allows | + | This structure allows |
| + | |||
| + | ---- | ||
| ===== Importing the FBX File ===== | ===== Importing the FBX File ===== | ||
| Line 34: | Line 50: | ||
| Once the folder structure is prepared, navigate to: | Once the folder structure is prepared, navigate to: | ||
| - | Vehicles / TestVehicle / Meshes / Exterior | + | `Vehicles / TestVehicle / Meshes / Exterior` |
| - | With this folder selected in the Content Drawer, click **Import** | + | With this folder selected in the Content Drawer: |
| + | * click **Import** | ||
| + | * select | ||
| - | After selecting the FBX file, the Unreal Engine **FBX Import Dialog** will open. | + | After selecting the file, the Unreal Engine **FBX Import Dialog** will open. |
| + | |||
| + | ---- | ||
| ===== FBX Import Settings ===== | ===== FBX Import Settings ===== | ||
| - | In the import dialog, several | + | In the import dialog, several settings must be configured correctly to ensure a clean and maintainable |
| - | Please refer to the provided | + | Please refer to the screenshots |
| - | These settings are essential for proper skeletal mesh creation, animation compatibility, | + | |
| + | ⚠️ **Important note about materials and textures** | ||
| + | |||
| + | For vehicle development using the SubwaySim SDK, it is **strongly recommended** to: | ||
| + | |||
| + | * **Disable automatic material creation** | ||
| + | * **Disable automatic texture import** | ||
| + | |||
| + | Recommended | ||
| + | * Import Mesh: enabled | ||
| + | * Import Skeletal Mesh: enabled (if applicable) | ||
| + | * Import Animations: enabled only if animations | ||
| + | * **Import Materials: disabled** | ||
| + | * **Import Textures: disabled** | ||
| + | |||
| + | These settings ensure full control over the material workflow | ||
| Once all settings are verified, confirm the import. | Once all settings are verified, confirm the import. | ||
| + | |||
| + | **Import .FBX to Static Mesh:** | ||
| + | |||
| + | {{: | ||
| + | {{: | ||
| + | |||
| + | **Import .FBX to Skeletal Mesh:** | ||
| + | |||
| + | {{: | ||
| + | |||
| + | **Import .FBX with Animations: | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Why Automatic Material Generation Is Not Recommended ===== | ||
| + | |||
| + | When Unreal Engine automatically generates materials during FBX import, it creates: | ||
| + | |||
| + | * one **new Material asset per FBX material** | ||
| + | * no reuse of existing Master Materials | ||
| + | * no use of Material Instances | ||
| + | |||
| + | This leads to several common issues: | ||
| + | |||
| + | * duplicated materials across vehicles and variants | ||
| + | * inconsistent shading and parameters | ||
| + | * increased maintenance effort | ||
| + | * poor scalability for larger projects | ||
| + | * problems when creating repaints or liveries | ||
| + | |||
| + | For small test projects this behavior may be acceptable, | ||
| + | but for **production-ready mods and SDK-based vehicle development**, | ||
| + | |||
| + | Instead, materials should be: | ||
| + | * created manually | ||
| + | * based on shared Master Materials | ||
| + | * reused via Material Instances where possible | ||
| + | |||
| + | ---- | ||
| ===== Organizing Imported Assets ===== | ===== Organizing Imported Assets ===== | ||
| - | After the import process is complete, Unreal Engine will generate | + | After the import process is complete, Unreal Engine will generate |
| - | * A **Skeletal Mesh** (the main vehicle mesh) | + | * a **Skeletal Mesh** (main vehicle mesh) |
| - | * A **Physics Asset** | + | * a **Physics Asset** |
| - | * A **Skeleton** | + | * a **Skeleton** |
| - | * All referenced **Materials** | + | |
| - | * All referenced **Textures** | + | |
| - | At this point, it is important to sort these assets properly. | + | ⚠️ **Materials and textures are NOT generated automatically** |
| + | when automatic import | ||
| - | Move the assets | + | Instead, proceed |
| - | * Textures → move into the **Textures** folder | + | * Import textures manually |
| - | * Materials | + | * Create |
| - | * Skeletal Mesh, Physics Asset, and Skeleton → keep them in the **Meshes** folder | + | * Assign materials to the Skeletal Mesh explicitly |
| - | This can be done easily using **Drag and Drop** inside the Content Drawer. | + | Recommended asset organization: |
| - | Once all assets are correctly sorted and organized, the FBX import process is complete. | + | * Textures → **Textures** |
| + | * Materials / Material Instances → **Materials** | ||
| + | * Skeletal Mesh, Physics Asset, Skeleton → **Meshes** | ||
| - | You can now continue with the next step: creating | + | This keeps the vehicle setup clean and avoids hidden dependencies. |
| + | ---- | ||
| + | ===== Result ===== | ||
| + | |||
| + | At this point: | ||
| + | * the vehicle mesh is correctly imported | ||
| + | * assets are cleanly structured | ||
| + | * no unnecessary materials or textures were generated | ||
| + | * the project is ready for further setup | ||
| + | |||
| + | You can now continue with the next step: | ||
| + | |||
| + | * [[manual: | ||
| {{page> | {{page> | ||
| + | |||
manual/subwaysim/vehicle_development/import_fbx.1765905571.txt.gz · Last modified: by dcs
