If you have created a 3D model that has multiple (not necessarily connected) parts, it is possible to upload the model to Sansar as a multi-part object. Export your model from your 3D tool as you normally would; just make sure all the relevant parts of your object are selected before exporting.
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A multi-part object with three parts. Notice Containers CON0, CON1, and CON2 in the Scene Objects panel. These containers represent the three parts of the multi-part object. |
Multi-part objects appear in your inventory as a single object and are dragged into the scene as a single object while in edit mode, but each part is treated separately under the following circumstances:
- Each part may be assigned different shaders and textures in the Materials Settings window during the upload process.
- Each part is assigned its own container under the main multi-part object in the Scene Objects panel. This is where you can edit each part's properties after uploading the multi-part object.
- Each part may be assigned its own audio material.
- If any of the parts are set to be dynamic, they may be individually affected by forces in the scene.
- Each part may be individually scaled larger or smaller in edit mode, and may be independently moved without moving the entire object. To select a part, highlight its container component in the Scene Objects panel.
- Each part may be imported with its own collision mesh, based on a specific naming scheme.
Note: The current limit for parts in a multi-part object is 100 parts. |
Importing multi-part collision meshes
You can include collision meshes in the same .fbx file as a single or multi-part object, provided that they meet a specific naming standard as follows:
- Each collision mesh name must exactly match an existing mesh name in the .fbx file, with the string "
_collision
" appended to it.- For example, the collision mesh for a mesh named "
sphere
" would need to be named "sphere_collision
".
- For example, the collision mesh for a mesh named "
When imported, properly named collision meshes are imported as collision volumes rather than static meshes (visible objects).
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