Prepare to Unreal Engine and Unity

Important note - we understand that today the steps described below are quite resource and time intensive and we are now working on the mechanism to automatically optimize scenes from Tvori for 3D editors and optimizing them for game engines and mobile platforms.


In Tvori, each object has its own unique material, this is necessary for optimizations and the Materializer Tool, which simplifies the process of painting objects in Tvori, but is poorly compatible with legacy approaches in classic 3D editors. In this regard, a lot of materials are obtained when exporting to FBX. You can bake the material color into Vertex Color in your preferred 3D editor.


Most of the standard primitives have additional objects - LODs and they are being exported as well. They can be easily removed in 3D editors by finding objects named LOD1 or LOD2. You do not need to delete LOD0, this is just the LOD with the highest detail.


FBX has functional limitations and now Visibility is not saved in any way when exporting to FBX. We are looking for ways to solve this problem.

Vertex Color Tvori actively uses the color of objects through color recording in Vertex Color. Many basic assets, as well as objects from Google Poly, are colored with Vertex Color. Unfortunately, most basic shaders do not support reading data from Vertex Color by default and your scenes from Tvori in Unity and Unreal will be just gray. To support color from vertices, you need to add support for Vertex Color to your shaders.

Prepare to Unity

In general, scenes from Tvori with animation are imported into Unity in one click. The only thing, given the nuances described above, you can optimize scenes for Unity in 3D editors. For example, bake the colors of the materials in Vertex Color and throw one material overall opaque objects and another over transparent ones. If you do not need LODs in Unity, then remove additional LODs. You can also combine static objects into solid ones and bake puppets into Skinned Mesh, if necessary to optimize your scenes for the number of DrawCalls.

Prepare to Unreal

It’s more challenging with Unreal. Unreal does not know how to import complex scenes with animation as one object entirely. According to Unreal's rules for importing objects with animation, they must be a single SkinnedMesh object with bones, where everything that involves animation must be animated on bones. What can you do about it? In any preferred 3D editor, bake all static objects into one solid object, you can also bake the colors of materials in Vertex Color for optimization and throw common materials by material type (PBR / Unlit / Transparency). All animated objects are baked into a solid Skinned Mesh and the animation is transferred from objects to bones. Unfortunately, not all editors have this functionality, but there are third-party solutions for almost everything. For Blender it is Ossim, for 3DsMax the built-in SkinWarp modifier, for Maya (Skinning Converter for Maya ...?).

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