sceneassetimporter.setreg 1.9 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152
  1. {
  2. "O3DE":
  3. {
  4. "SceneAPI":
  5. {
  6. "AssetImporter":
  7. {
  8. "SupportedFileTypeExtensions":
  9. [
  10. ".fbx",
  11. ".stl",
  12. ".gltf",
  13. ".glb",
  14. ".usd",
  15. ".usda",
  16. ".usdz",
  17. ".usdc"
  18. ]
  19. },
  20. "MaterialConverter":
  21. {
  22. "Enable": true,
  23. "DefaultMaterial": "Materials/Presets/PBR/default_grid.material"
  24. },
  25. "TangentGenerateComponent":
  26. {
  27. "DefaultGenerationMethod": "FromSourceScene",
  28. "DebugBitangentFlip": false
  29. },
  30. "UVsGenerateComponent":
  31. {
  32. // you may have to reprocess assets if you change these defaults.
  33. // When the user has not added any rules regarding UV generation, what should we do? Choose from "SphericalProjection" or "LeaveSceneDataAsIs"
  34. "DefaultGenerationMethodIfNoRulePresent" : "LeaveSceneDataAsIs",
  35. // when the user actually clicks to add a new Rule or a script adds a new rule to generate uvs, what method should it use by default?
  36. "DefaultGenerationMethodWhenRuleIsPresent" : "SphericalProjection"
  37. },
  38. "SkinRule":
  39. {
  40. "DefaultMaxSkinInfluencesPerVertex": 8,
  41. "DefaultWeightThreshold": 0.001
  42. },
  43. "ModelBuilder":
  44. {
  45. // When false, scenes with multiple meshes assigned to the same material but with different vertex layouts will successfully process
  46. // When true, stricter error checking will cause the asset to fail to process with an error message indicating why
  47. "MismatchedVertexLayoutsAreErrors": false
  48. }
  49. }
  50. }
  51. }