Import an original Blender asset

Export a model you made in Blender and import it with its materials and textures.

An original asset is a scene you made in Blender, not one exported from the game. The Blender add-on exports it. Studio imports every surface it can encode and lists the rest by name.

Before you start

Export from Blender

  1. Select the objects to export. With nothing selected, the whole scene is exported.
  2. Choose File > Export > Sunrise original asset.
  3. Pick a folder and a name.

The add-on writes two files side by side. Keep them together.

file

holds

<name>.glb

meshes, UVs, normals, materials, images, skins, morph targets and animations, Y-up

<name>.sunrise-original.json

every particle system, because glTF cannot hold particles

The export refuses a scene with no mesh.

Import into Studio

  1. Open a project.
  2. Open All other assets in the browser, press its New icon and choose Static prop.
  3. Set Source to Original Blender asset.
  4. Press Browse next to Mesh file and pick <name>.glb.
  5. Read the Surfaces list. Each surface is marked Ready, Absent or Unsupported. Its first line counts the ready and unsupported surfaces. Hover a surface for the detail.
  6. If a surface is Unsupported, set Skip unsupported surfaces to Yes: import the supported surfaces only.
  7. Type a Name and an unused Package ID.
  8. Press Create.

Without Skip, Create stays disabled while a surface is unsupported, so nothing is dropped silently.

Which surfaces import

surface

imported

mesh geometry

triangle primitives; one static part per primitive

UVs

the first UV set

normals

yes; missing normals are generated from the faces

tangents

generated from the UVs; authored tangents have no encoder

textures

PNG images, as RGBA8 2D textures with one mip

materials

opaque base color, metallic, roughness and tangent normals

vertex colors

no

skin weights

no; use Replace a skinned model

skeleton, animations, morph targets, particles

no

With Skip, a skinned mesh imports at its node transform, a morphed mesh imports as its base shape, and point and line primitives are dropped.

How materials convert

Studio clones one checked opaque game material and fills it from your glTF material.

glTF input

game input

base color texture and factor

slot 0 color

metallic texture and factor

slot 1 red

roughness texture and factor

slot 1 green, as smoothness

normal texture and scale

slot 2, red and green

no normal texture

a flat normal

These are refused, or omitted with Skip:

  • alpha blending and alpha masks
  • emission and occlusion textures
  • double-sided shading
  • extra UV sets, texture transforms and texture extensions
  • nearest filtering and non-repeat wrapping
  • material extensions
  • images other than PNG
  • normal maps with negative Z

Native authoring profiles has the exact conversion.

What you get

One model with one part per primitive, and per material one material, its constants and three textures. Each part keeps its own material. The model has the same limits as a static prop. See Add a static prop.