I'm importing the fbx file in ue4. It's being imported in parts (leg, arm, head) how can I import it as a single piece? - import

I'm importing the fbx file in ue4. It's being imported in parts (leg, arm, head) how can I import it as a single piece?
enter image description here

All the components of the character need to be in a hierarchy in your FBX file, so that there is only one object at the top level.
Then you need to import it as a skeletal mesh.
If you leave 'Skeleton' and 'Physics Asset' as 'None' it will create the necessary objects for you.
See also: How To Import Skeletal Meshes

Related

Is it possible to export FBX or OBJ files from Aveva marine?

I want to export 3D models made in Aveva Marine to be used in the Unity game engine.
Is it possible to export models to .FBX or .OBJ directly from Aveva Marine or I need to do use conversion software?
I haven't found any other way that can do that without converting to another format first.
The file formats of your model exports depends on your Aveva Marine software version. I believe .FBX and .OBJ are both supported formats using the Export function in the software. If this doesn't seem to work you are going to need to export it in a not very specific type like .RVM and use a conversion tool to turn it into an .FBX

Requirements for kmz file to import it as the 3D Object to UgCS Desktop

Is there a list of requirements for kmz files generation to import it as a 3D model into UgCS Desktop? Maybe file structure or example?

export blender file and import into scenekit does not work

I tried to do this:
1) import file into blender (worked) -> it is the original file from apples vehicle example rc_car
2) exported it to .dae file (seemed to work, but unfortunately not in a way scenekit understands it properly)
(without any changes)
if i then start again the apple vehicle example, the car isn't visible and "invisible" hopping around
i did set global orientation to y_up and apply global orientation checked in blender when exporting.
what am i missing/making wrong?
p.s. what also is weird is that the dae file inside says:
Z_UP
although in export i defined y_up !?
I tried also other formats like obj, ply, alembic ...with the same result or nodes had other names than in the original.
This post: 56183036 is how I set the initial orientation and scale on my Turbo Squid models. It looks like you've already figured out that downloaded models don't always start with the rotation desired.
At the end there is a command line for setting Y-Up. Blender versions have changed since I did this, so I can't speak to y-up within Blender.
Models can be pretty finicky and some I've downloaded, just don't work after export. I found that trying a very simple model to make sure my math is working first, helps. A few times, my scale or color scheme was just way off and I didn't know it, couldn't see it, etc.
Hope that helps...

How can i cut/use part of object as object?

I have this lamp object. And i marked with a red circle the part i want to cut and make as a different object. Only the yellow part i want to make it object. So i can later use it in the game is object and also as item.
This is the lamp inspector:
Create a prefab of the lamp object and export it as a unity package.
You can then import it in other project as Custom package.
Source : https://docs.unity3d.com/Manual/HOWTO-exportpackage.html
Depending on the type of the model u have (obj, fbx etc) u need to go to 3d Modelling software like Blender or Max to modify the model. There u would be able to do any change to model u would like to including diving in too and maybe changing of shapes! Once done u can import them back into unity and have two different objects!
Taking the model into max as suggested would be the right idea. You'll likely take it in as an FBX.
Once you seperate the lamp from the post you may want to affect it's pivot.
For MAX look here
Be careful when exporting out the fbx again. I have noted that it seems to be best to export the model back out in metres. Automatic unit conversion may give unwanted results.

Export from OpenCascade, import into OpenSceneGraph

We have a modeling tool which uses OCC, and a 3d editor using OSG. What I want to do is, export the model from the first tool and import into the second tool. I have been searching the web for days, but I can't find a solution.
Three things can solve my problem:
An exporter for OCC to export into OSG supported formats (.ive, .osg, and many more),
An importer for OSG to import from OCC supported formats (.stp, .step, .igs, .iges, .brp, .brep ),
A converter tool for converting between two formats, one format supported by OCC and one format supported by OSG.
Has anybody done this before, or know of anything that can help?
I am trying to avoid writing a custom exporter for OCC.
I found a solution. OpenCascade has an import/export example, which can export VRML files without texture support. Some modifications on the import export code and some modifications on other parts (where the OCC model is represented by VRML classes) was enough to successfully export my model to a VRML file. Then i built the VRML plugin for OpenSceneGraph and successfully imported the model.
CADExchanger (OCC based) does a pretty good job converting between BRep and other formats (STEP, IGES, STL, VRML...)
Why don't you have a look at pythonocc.org.
I'm assuming OSG takes meshes?
Load the STEP / IGES file in (python)OCC, grab its mesh, push the verts / indices to OSG.
Would that work?