Transform Data on Groups in Exports

I'd like to have access to transform data on groups when exporting an FBX or GLB file. Currently transforms are all set to zero, which makes it tedious to replace sketches with prefabs in Unity if the scene consists of many duplicates of the same object. The relative positions, rotations and scales of duplicates are lost. Say we were to sketch a dense forest scene made up of three different kinds of groups (trees, rocks and bushes) that are duplicated a bunch of times. The exported Open Brush sketch file might be quite heavy because each mesh is considered a unique object (it doesn't care about instancing). With transforms on groups preserved, we can swap groups for prefabs and benefit from all sorts of optimization (LODs, occlusion culling, etc.). Any layout work done in Open Brush would be transferrable to Unity without having to replace assets by hand.
1 Reply
davidbk
davidbkOP11mo ago
@andybak seeing as how raw transforms are saved into the JSON file for models, I thought of a possible workaround where one could potentially use models instead of groups by sketching out assets and using the "Save Selected Strokes to Model Catalog" button in Experimental Mode and use the exported model for level design and layout instead. The problem is that this button seems to have a bug where it doesn't export selected strokes only (it exports the entire scene). Also, when the models appear in the library and are imported, they seem to be mirrored on one axis.
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