Einlander Posted March 13, 2014 Share Posted March 13, 2014 I have a model that has multiple parts to it. In the model editor I drag a material to model to apply the material, but there are some parts that I can not apply the material to no matter how close I zoom in. my request is to also be able to drag the material onto the name of the object to apply it. 1 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted March 13, 2014 Share Posted March 13, 2014 This type of stuff seems to come up often enough. I think Josh mentioned that Leadwerks could assign materials automatically at some point. I know it would save a lot of time for everyone, every time they need to import models. Quote Link to comment Share on other sites More sharing options...
Josh Posted March 13, 2014 Share Posted March 13, 2014 Two things are coming up: The FBX convert is going to start auto-generating material files from the texture data in the FBX. The model editor is going to display surfaces and allow you to right-click, select a menu item, and choose a material file for that surface. During testing, once interesting thing that has come up is that drag and drop is often unintuitive, because it doesn't involve any visual hint of what to do. 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted March 13, 2014 Share Posted March 13, 2014 That's great! But I wonder: why not just assign the materials automatically to the model? Or have the option to? Wouldn't the FBX have the info of which texture goes to which surface? Quote Link to comment Share on other sites More sharing options...
Josh Posted March 13, 2014 Share Posted March 13, 2014 Yes, that is what it does. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted March 13, 2014 Share Posted March 13, 2014 Nice. Apparently it assigns automatically under special conditions too, if this is correct: http://www.leadwerks.com/werkspace/topic/8906-once-again-multi-material-assignment/#entry68626 Quote Link to comment Share on other sites More sharing options...
Rick Posted March 13, 2014 Share Posted March 13, 2014 Yeah, I've had some models that automatically show up textured in LE before. Quote Link to comment Share on other sites More sharing options...
wayneg Posted March 13, 2014 Share Posted March 13, 2014 So I'd be able to select surfaces and apply material in LUA code too ? Quote Link to comment Share on other sites More sharing options...
Rick Posted March 13, 2014 Share Posted March 13, 2014 You can do that now. What Josh means is when you dbl click a model and it opens up the model editor, you'd see the surfaces in this window that can have materials applied to them opposed to what you do today which is drag and drop materials onto the model itself today which isn't intuitive. Quote Link to comment Share on other sites More sharing options...
bandrewk Posted March 16, 2014 Share Posted March 16, 2014 Two things are coming up: The FBX convert is going to start auto-generating material files from the texture data in the FBX. The model editor is going to display surfaces and allow you to right-click, select a menu item, and choose a material file for that surface. During testing, once interesting thing that has come up is that drag and drop is often unintuitive, because it doesn't involve any visual hint of what to do. I am looking forward to this! Quote Link to comment Share on other sites More sharing options...
Josh Posted March 21, 2014 Share Posted March 21, 2014 The second one is done and live in the beta branch. No more waiting. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.