davidbk
davidbk
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.
2 replies