Exporting 3D Assets to Bright Engine

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This section will give an in depth explanation of the correct way to import your 3D assets into your project. As stated before in the Understanding Project Structure section of the documentation, all of your Models for your project must be moved into the Project’s Data folder. If you have not read this section of the documentation yet, we recommend that you do so and then come back to this section.

This explanation will give a general overview of how to export 3d models for Bright correctly. You can find an in-depth explanation on the official YouTube Channel!

Creating the Materials
When creating the materials to assign to your model, ensure that each texture is added to the correct material channel. Albedo Map in Diffuse Channel, Normal Map in Normal Channel & Rough/Met/AO Map in the specular channel. If you are using Blender you can find all these settings in the Influence section of the texture tab. If you are unable to find these settings in your 3d modeling program of choice, don’t panic as you can always set the textures of your material from within Bright Engine.

Exporting Static Models
Once your materials have been applied correctly, there is nothing fancy that needs doing here, just export to a supported file format and you are done.

Exporting Animations
To export Animations with your model, you should export to the FBX file format as it is currently the industry standard for moving animation data between technologies. Be aware that your Armature/Skeleton, should always have the same name as the Root bone of your Rig. There is also no need to export a Leaf Bone with your Skeleton so you can uncheck that option if it is presented to you.

Exporting a Model with LODs
Unlike other engines, Bright requires all LOD’s of a model to be exported within the same file. This is a more memory efficient way of handling the files and it also means your project doesn’t get cluttered with lots of the same model at different detail levels. After creating all your LOD’s, make sure they are all stacked neatly on top of each other with the origin point all being set to [0,0,0] in the scene. Select each of your LOD models and change their name in include the suffix ‘_LOD’ then set the level each one has by adding which level this model represents from 01 to 05.

For Example:

We have a House model with 3 different lods so we would rename each object to be:
  • House
  • House_LOD01
  • House_LOD02
  • House_LOD03
Then they are all exported into a single model file and Bright Engine will do the rest. It is worth noting that Bright Engine can only support 5 level of lod plus the base mesh per model, however this should be more than sufficient for any project.

When the models have been exported you can simply add them to your scene as normal, and set at what distances they begin to swap out from each other from the architect panel.