sceneassetimporter.setreg 1.9 KB

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  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. ".obj"
  19. ]
  20. },
  21. "MaterialConverter":
  22. {
  23. "Enable": true,
  24. "DefaultMaterial": "Materials/Presets/PBR/default_grid.material"
  25. },
  26. "TangentGenerateComponent":
  27. {
  28. "DefaultGenerationMethod": "FromSourceScene",
  29. "DebugBitangentFlip": false
  30. },
  31. "UVsGenerateComponent":
  32. {
  33. // you may have to reprocess assets if you change these defaults.
  34. // When the user has not added any rules regarding UV generation, what should we do? Choose from "SphericalProjection" or "LeaveSceneDataAsIs"
  35. "DefaultGenerationMethodIfNoRulePresent" : "LeaveSceneDataAsIs",
  36. // 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?
  37. "DefaultGenerationMethodWhenRuleIsPresent" : "SphericalProjection"
  38. },
  39. "SkinRule":
  40. {
  41. "DefaultMaxSkinInfluencesPerVertex": 8,
  42. "DefaultWeightThreshold": 0.001
  43. },
  44. "ModelBuilder":
  45. {
  46. // When false, scenes with multiple meshes assigned to the same material but with different vertex layouts will successfully process
  47. // When true, stricter error checking will cause the asset to fail to process with an error message indicating why
  48. "MismatchedVertexLayoutsAreErrors": false
  49. }
  50. }
  51. }
  52. }