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manual:subwaysim:vehicle_development:import_fbx [2025/12/16 18:19] – created dcsmanual: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:subwaysim:vehicle_development:blender_rigging|Creating a Vehicle in Blender (Rigging)]]),   
 +the next step is importing the FBX file into Unreal Engine.
  
-This step is critical, as incorrect import settings or a poor folder structure can lead to issues later when creating physics assetsanimations, or vehicle Blueprints.+This step is **critical**, as incorrect import settings or an inconsistent asset workflow can cause 
 +problems later when creating
 +  * 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 helps avoid errors and keeps larger vehicle projects maintainable.+inside your plugin. 
 + 
 +A consistent structure
 +  * avoids asset duplication 
 +  * simplifies maintenance 
 +  * scales well for larger vehicles and variants
  
 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 folder structure:+Create the following base structure:
  
   * Vehicles   * Vehicles
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       * Textures       * Textures
  
-Inside these folders, further subfolders are recommended depending on the complexity of the vehicle, for example:+Depending on the complexity of the vehicle, additional subfolders are recommended:
  
   * Exterior   * Exterior
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   * Cab   * Cab
  
-This structure allows you to clearly separate different parts of the vehicle and makes it easier to manage assets later on.+This structure allows a clear separation of responsibilities and keeps vehicle assets manageable. 
 + 
 +----
  
 ===== Importing the FBX File ===== ===== Importing the FBX File =====
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 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 Drawerclick **Import** and choose your exported FBX file from your file system.+With this folder selected in the Content Drawer
 +  * click **Import** 
 +  * select your exported FBX file
  
-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 important settings must be configured correctly to ensure a usable result.+In the import dialog, several settings must be configured correctly to ensure a clean and maintainable result.
  
-Please refer to the provided screenshots showing the correct import settings.   +Please refer to the screenshots below showing the **recommended import settings**. 
-These settings are essential for proper skeletal mesh creation, animation compatibility, and physics setup.+ 
 +⚠️ **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 settings
 +  * Import Mesh: enabled 
 +  * Import Skeletal Mesh: enabled (if applicable) 
 +  * Import Animations: enabled only if animations are included 
 +  * **Import Materials: disabled** 
 +  * **Import Textures: disabled** 
 + 
 +These settings ensure full control over the material workflow and prevent unnecessary duplication.
  
 Once all settings are verified, confirm the import. Once all settings are verified, confirm the import.
 +
 +**Import .FBX to Static Mesh:**
 +
 +{{:manual:subwaysim:blender_rigging:blender4.png?direct&200|}}
 +{{:manual:subwaysim:blender_rigging:blender5.png?direct&200|}}
 +
 +**Import .FBX to Skeletal Mesh:**
 +
 +{{:manual:subwaysim:blender_rigging:ue5import1.png?direct&200|}}
 +
 +**Import .FBX with Animations:**
 +
 +{{:manual:subwaysim:blender_rigging:ue5import2.png?direct&200|}}
 +
 +----
 +
 +===== 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**, it is **not recommended**.
 +
 +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 several assets automatically:+After the import process is complete, Unreal Engine will generate the following assets automatically:
  
-  * **Skeletal Mesh** (the main vehicle mesh) +  * **Skeletal Mesh** (main vehicle mesh) 
-  * **Physics Asset** (automatically generated) +  * **Physics Asset** 
-  * **Skeleton** +  * **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 is disabled (recommended).
  
-Move the assets as follows:+Instead, proceed as follows:
  
-  * Textures → move into the **Textures** folder +  * Import textures manually into the **Textures** folder 
-  * Materials → move into the **Materials** folder +  * Create Materials or Material Instances manually in the **Materials** folder 
-  * 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 organizedthe FBX import process is complete.+  * Textures → **Textures** 
 +  * Materials / Material Instances → **Materials** 
 +  * Skeletal MeshPhysics Asset, Skeleton → **Meshes**
  
-You can now continue with the next step: creating and refining the **Physics Asset** for your vehicle.+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:subwaysim:vehicle_development:physics_assets|Creating Physics Assets]]
  
 {{page>manual:footer}} {{page>manual:footer}}
 +
manual/subwaysim/vehicle_development/import_fbx.1765905571.txt.gz · Last modified: by dcs

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