Import an original Blender asset
An original asset is a scene you made in Blender, not one exported from the game. The Blender add-on exports it. Studio imports every surface it can encode and lists the rest by name.
Before you start
- Install the Blender add-on. See Edit an asset in Blender.
- Use PNG images, one UV set, repeat wrapping and backface culling in your materials.
Export from Blender
- Select the objects to export. With nothing selected, the whole scene is exported.
- Choose File > Export > Sunrise original asset.
- Pick a folder and a name.
The add-on writes two files side by side. Keep them together.
| file | holds |
|---|---|
<name>.glb | meshes, UVs, normals, materials, images, skins, morph targets and animations, Y-up |
<name>.sunrise-original.json | every particle system, because glTF cannot hold particles |
The export refuses a scene with no mesh.
Import into Studio
- Open a project.
- Open All other assets in the browser, press its New icon and choose Static prop.
- Set Source to Original Blender asset.
- Press Browse next to Mesh file and pick
<name>.glb. - Read the Surfaces list. Each surface is marked Ready, Absent or Unsupported. Its first line counts the ready and unsupported surfaces. Hover a surface for the detail.
- If a surface is Unsupported, set Skip unsupported surfaces to Yes: import the supported surfaces only.
- Type a Name and an unused Package ID.
- Press Create.
Without Skip, Create stays disabled while a surface is unsupported, so nothing is dropped silently.
Which surfaces import
| surface | imported |
|---|---|
| mesh geometry | triangle primitives; one static part per primitive |
| UVs | the first UV set |
| normals | yes; missing normals are generated from the faces |
| tangents | generated from the UVs; authored tangents have no encoder |
| textures | PNG images, as RGBA8 2D textures with one mip |
| materials | opaque base color, metallic, roughness and tangent normals |
| vertex colors | no |
| skin weights | no; use Replace a skinned model |
| skeleton, animations, morph targets, particles | no |
With Skip, a skinned mesh imports at its node transform, a morphed mesh imports as its base shape, and point and line primitives are dropped.
How materials convert
Studio clones one checked opaque game material and fills it from your glTF material.
| glTF input | game input |
|---|---|
| base color texture and factor | slot 0 color |
| metallic texture and factor | slot 1 red |
| roughness texture and factor | slot 1 green, as smoothness |
| normal texture and scale | slot 2, red and green |
| no normal texture | a flat normal |
These are refused, or omitted with Skip:
- alpha blending and alpha masks
- emission and occlusion textures
- double-sided shading
- extra UV sets, texture transforms and texture extensions
- nearest filtering and non-repeat wrapping
- material extensions
- images other than PNG
- normal maps with negative Z
Native authoring profiles has the exact conversion.
What you get
One model with one part per primitive, and per material one material, its constants and three textures. Each part keeps its own material. The model has the same limits as a static prop. See Add a static prop.