

Dont Load Animations: Turn on this field to disable animations loading.Generate Mip Maps: Turn on this field to generate loaded textures mip-maps.Texture Compression: Use this field to assign the loaded textures compression level.Use Standard Specular Material: Use this field to use Unity Standard Specular Material, if you get wrong specular results with the Standard Specular material, uncheck this field.Use Cutout Materials: Turn on this field to use cutout alpha materials.Disable Alpha Materials: Turn on this field to don’t use alpha materials.Apply Alpha Materials: Turn on this field to force alpha material scanning when you’re not using TriLib builtin image loader (STB Image Library).Dont Load Materials: Turn on this field to disable animations loading.Convex Mesh Colliders: Turn on this field to indicate that generated mesh colliders will be convex.Generate Mesh Colliders: Turn on this field to enable mesh collider generation (only valid for skinned meshes).Use 32 Bits Index Format: Turn on this field to enable 32-bits meshes index format (for loading high vertex-count models).

Rotation Angles: Use this field to override object rotation angles.Scale: Use this field to override object scale.Combine Meshes: Turn on this field to combine multiple meshes with the same material into a single instance.Dont Load Meshes: Turn on this field to disable mesh loading.Post Processor Options: Please refer to this link.Your asset inspector will have the following tabs: To configure importing options, click on the original file under the Assets explorer. Note: For files that both Unity editor and TriLib can load (FBX files, for example), Unity native importer will be used. TriLib will scan your “Assets” folder looking for files it can import, everytime a file is found, a prefab with the same name is created: If you have any Custom Attributes assigned to the mesh you’ll need to export both.In this tutorial, we will cover the steps to load your model using TriLib Unity Editor. Side note: If you’re exporting just animation data to apply to an existing mesh in Unity, you may only need to select the skeleton.
Fbx unity default scale plus#
To do this, select both the mesh you want to export plus the root joint of your skeleton (if you have one) and hit File > Export Selection.

Once you’re happy with your Custom Attributes and you’ve added your animation, you’ll need to export your asset to fbx. I’m not sure why this is, but if it bothers you, you can always delete the keyframe in Unity after importing your fbx. Unity won’t create an Animation Clip at all unless one of the standard attributes (translation/rotation/scale) is keyed.
