Runtime model importer with animation support, feasible?

Hi all, how much time do you guys think it would take to make a runtime fbx importer?

File format: FBX only-ASCII
Import tasks to support:

  1. Multi materials as well as single material
  2. Multi mesh as well as single mesh
  3. Textures
  4. Animations
  5. Vertex color is a plus

Can this even be done? If so, how long might it take? I am sure there are people here who tried this and many successfully achieved this. I need to know whether I should dive into this journey or not, depending upon the required time.
If already there are assets which can do these, feel free to refer. AFAIK many asset support some of the features I mentioned, BUT not all of the features at once that I mentioned.
Also some assets have source code open while some are in dlls. Due to unity version change and other factors, continuous support and feature(s) regression is also a thing I have to think on.

I would have thought that this is already in Unity?

You mean, unity can already do that? How? :hushed::hushed:
I can’t use assetbundle btw.

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Second one seems to support animation but the supports seem to be horrible in asset store. Is the developer active still?
About the first one, I am not comfortable with the review. Anybody used this? Plus does it support skeletal animation?

Why not?

Because, to use asset bundle you have to use unity editor. Build pipeline is editor only. Consider a case where user do not know anything about the unity editor, but he/she should be able to enjoy user defined asset. :slight_smile:

It is actually possible to use Unity Editor in headless mode without the user doing anything. Well almost. The user will have to have a Unity account in order to use the Editor.
But the best part is that if you use the AssetBundleCompiler you will be able to program asset bundle creation in javascript.
Disclaimer: I have not tried this myself, so I can not guarantee that it will work.

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What? No. Isn’t runtime loading the whole point of assetbundles?

He meant to say that asset bundles can only be created by Unity Editor. Thus players / users can’t create them.

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Users don’t need to know how to use the editor in order to use asset bundles created by other users. You don’t even need to know how to use it to create them. You just need to be able to follow a tutorial. If someone was able to create an asset in a content creation program there is no reason they can’t follow a tutorial explaining how to import and bundle it up.

Additionally nothing prevents you from writing a script that automates the majority of the process of creating the bundle.

here I saw a video where they talk about how to create assetbundles at runtime:

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I tried this approach. So far I managed to trigger building a sample assetbundle from the commandline. PHP(or may be other web environments as well, feel free to mention here :)) can invoke OS specific commandline AFAIK. So a these commands can be linked with a web page button I believe.
But I am worried about several issues in this approach. :frowning: I would be needing a windows or mac server which supports graphical application such as unity to be installed, isn’t it? Where can I get these facilities, any idea?

They actually reversed the assetbundle data for light probe. I am already skeptical about it. The information is specific with respect to

  • Unity version
  • Particular Unity related data(light probe)
  • Platform

I don’t think I can relay on this. :frowning:

The asset which will be viewed in the application is unknown to the dev(thats me). And I am not expecting the respective users to install unity editor either. They can simply upload a model to a website, when those models can be obtained from various sources:

  • Their own 3D team made the models
  • Brought from some external marketplaces
  • Scanned
  • etc

So you guys understand the nature of dynamic use case, now. :slight_smile:

Hi @kaiyum did you make any progress in this matter?

I’m facing the same problems expecting to solve the same dinamycs.

Tks

What the OP asked about 2 years ago can be done, BUT it is a royal pain to do, as it requires dealing with autodesk FBX sdk, writing a C++ plugin, and then coding a bridge for it to use it in C#. On top of that autodesk sdk may include some unpleasant limitations in its license… although this doesn’t seem to be the case. You need to credit them and add “as-is” clause.

Another format would be a better choice.