How to Upload a Model to Table Top Simulator

Custom Model

It is possible to import 3D Models into the game, complete with their own diffuse, colliders, sounds, specular intensity and more than!

Importing Custom Model¶

In-game, navigate to the meridian of your screen and select Objects > Components > Custom > Custom Model.

Model Import Menu

Importing Assets

How y'all choose to import files impacts if other players tin see them when you're finished.
For help with importing, visit Asset Importing.

Import Options¶

There are two tabs, Model and Textile, which comprise all the options for importing a single model.

Model Options¶

These options determine the basic, physical aspects of the custom object.

Setting Name Description
Model/Mesh (Required) The model for the 3D object.
Diffuse/Image (Required) The primary fabric for the object.
Normal/Bump Normal/bump map paradigm for the object.
Collider Customized collider. Past default, a simple collider is generated automatically.
Non-Convex If the object is non-convex.
Blazon The model's type. Run into the Model Type section.

Material Options¶

Setting Name Clarification
Material Determines the fault material settings, too as the sound profile used for when the 3D object collides with others.
Specular Intensity The level of specular intensity.
Specular Color Specular color setting.
Specular Sharpness Specular sharpness setting.
Fresnel Strength Fresnel Force setting.
Cast Shadows If the object casts shadows.

Read more almost Specular Settings and Fresnel in the Unity Documentation.

Model Type¶

When making your model, you can decide what the model will be used for. Each option has its own special attributes.

Setting Proper noun Description
Generic • No special attributes.
Figurine • Automatically rights itself when picked upwardly into its "vertical" orientation.
Dice* • Randomizes object rotation when shaken or the "curl" key is used.
• Number keys will cause it to face a given direction.
Coin* • Randomizes object rotation when shaken or the "ringlet" central is used.
• Object flips upward into the air when released later on being shaken.
Board • Object accepts grid projections by default.
• Alt-zoom will non work on information technology.
• It ignores hidden zones, always remaining visible.
Chip • Object tin can stack with others of its own blazon.
Purse • Can contain other objects dropped onto it.
Space • Like a pocketbook, but it contains an infinite number of the starting time object placed into it.

* Values can exist assigned to these objects, only like regular or custom die have. See the rotation vector tool section for details.

Custom Model Tips¶

Making custom objects allows for a lot of liberty, and then hither are some guidelines you will demand to follow when creating your models.

Valid File Formats¶

  • Model/Mesh file format: .obj
  • Collider file format: .obj
  • Epitome file format: .jpg or .png

Model Tips¶

  • Triangulate all meshes/models to avert holes.
  • Make sure the normals on your mesh are facing the right direction.
  • Set the origin betoken of the model to the center of mass for best physics. Objects in TTS rotate around their origin point.
  • Don't become crazy with poly counts, apply a normal map to add together fine detail.
  • Keep the vertices below 25k for all-time results, as any higher your objects may not import and/or crash your game.
  • If you want to access additional elements for importing a Model, you lot might be interested in Custom AssetBundles instead.

Collider Tips¶

  • If you do not specify a custom mesh collider .obj, then the game will summate a box collider to fit your object.
  • Custom mesh collider is only a manner for yous to have a collider that isn't a box.
  • Merely utilize a custom mesh collider if a box collider will non work, due to performance.
  • Box colliders are much more than optimized in the physics engine.
  • It's best to use a simplified version of your model with less than 255 triangles. (As uncomplicated equally possible)
  • If your model is already sufficiently depression poly enough you tin use the aforementioned for the Custom Mesh Collider.

Non-Convex Tips¶

  • Non-convex colliders allow collisions to piece of work like the Chinese Checkers board which has indents and is concave.
  • Convex colliders will fill in any indents or holes in the mesh due to how it calculates the collider.
  • The trouble with non-convex colliders it only works properly on locked object.
  • If yous need concave colliders and too demand the object to move then you must use compound colliders.

Chemical compound Collider Tips¶

  • Compound colliders are multiple meshes within one .obj file that create multiple colliders on a singular object.
  • Compound colliders allow you make concave shapes and become around the fact that y'all tin can't have non-convex colliders that move.
  • Break you mesh into multiple convex shapes then export them in a single .obj file to create compound colliders.
  • Non-convex should exist set to fake (unchecked) when using compound colliders.

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Source: https://kb.tabletopsimulator.com/custom-content/custom-model/#:~:text=intensity%20and%20more!-,Importing%20Custom%20Model,Components%20%3E%20Custom%20%3E%20Custom%20Model.&text=How%20you%20choose%20to%20import,them%20when%20you're%20finished.

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