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add support for importing really big models #3687

Open epicEaston197 opened 2 years ago

epicEaston197 commented 2 years ago

Is your feature request related to a problem? Please describe.

I have a model I created in Roblox Studio but it's easily over 20,000 parts and my game becomes absolutely unplayable at 8000 parts other programs like Unity your blender can't open it blender gets a python error while Unity straight-up crashes

Relevant issues

No response

Describe the solution you'd like

add a better way for importing models maybe a external way?

Describe alternatives you've considered

none really maybe a mod?

Additional context

No response

DoubleStyx commented 2 years ago

By “big models”, do you mean ones that contain a large number of submeshes? You should be able to join them together easily in most 3D modeling software.

epicEaston197 commented 2 years ago

By “big models”, do you mean ones that contain a large number of submeshes? You should be able to join them together easily in most 3D modeling software.

did you not read it? most programs can't even open it I did manage to get Unity to open it although it didn't import with any materials

here is a image to give your reference for how big this model is image

DoubleStyx commented 2 years ago

I did read it; I’m just confirming since you used non-standard terminology.

What kind of “support” do you want for models with a large number of parts/transforms (i.e. “big” models)? There isn’t an exact distinction between a “large” or “small” model, so any tweaks would likely be an iteration of the existing mesh importing/optimizing system.

Frozenreflex commented 2 years ago

20,000 parts and my game becomes absolutely unplayable at 8000 parts

If I recall correctly, Roblox Studio's OBJ exporter exports everything as one mesh, but I believe you're doing something different here (the OBJ exports also aren't very good so that's understandable). Each part you're importing is a separate mesh and a separate mesh renderer. In effect, you're creating thousands of mesh renderers. Neos can handle importing the meshes fine, but it (Unity's built-in renderer) can't handle thousands and thousands of renderers. Export parts of it into Blender, combine the separate meshes into one, and import those. I've also imported a Roblox map before, specifically classic Crossroads, which last I recall was 1.7k parts, and I also used a non-standard method of importing that lagged immensely because it used thousands of mesh renderers, which stopped lagging when the meshes were baked together.