Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Andres-Fernandez · Oct 08, 2015 at 07:26 AM · fbxassetpostprocessormodelimporter

How to check if FBX has a color when importing it?

Hi there guys!

I'm using an AssetPostprocessor to generate random colors for objects upon importing the FBX file (within OnAssignMaterialModel function). Everything works perfectly, but now I need to check if the imported FBX has colors on it. Why? Because some 3D editing tools export colors along with the FBX and others don't (I believe Revit doesn't). So the point is to maintain the original colors on the FBX files that have colors and generate the random ones on the FBX files that doin't have colors on them.

Is it possible? According to the docs,

The sourceMaterial is generated directly from the model before importing and will be destroyed immediately after OnAssignMaterial.

So how am I supposed to know if the FBX comes with a color if the material I get in the OnAssignMaterialModel gets created before the function? If it already comes with a material then it will have either a default color or the original color, but how to make that distinction?

I don't know if any of the properties of the ModelImporter (materialName or materialSearch) can solve the problem. Any ideas?

Thanks in advace.

[Edit] After looking at some answers (like this one), I've come to OnPostprocessGameObjectWithUserProperties. The downside is that it seems like it only searches for the custom user properties, not the FBX properties. Still stuck here. Is it possible to get the color of the Material or Nodeattribute properties of the FBX?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by OllyNicholson · Oct 09, 2015 at 11:37 AM

Unity only has the concept of colours in terms of materials. If you are reading in colour properties from custom user properties then it would need to generate materials based on that value and apply the material. The simplest process would be to ensure that the source package/export applies the colour to the object in the form of a material that Unity can read/generate at import

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

30 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

FBX importer at runtime(iOS) 0 Answers

How do you add AnimClips at import time correctly? 1 Answer

Grab one child of an imported FBX asset 0 Answers

AssetPostprocessor in 2018.3 0 Answers

Hooks into further FBX data using AssetPostprocessor 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges