Difference between revisions of "Uploading Meshes"

(Introduction and Requirements)
(Directions)
 
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#The mesh should now be uploaded. You will have to wait for the Mesh asset to be approved before you can use it in Finobe.
 
#The mesh should now be uploaded. You will have to wait for the Mesh asset to be approved before you can use it in Finobe.
  
Note: In Finobe, use the '''Mesh''' asset ID, ''not'' the '''Mesh Part''' asset ID. You'll also have to use the old asset ID format (''<nowiki>http://roblox.com/asset?id=XXXXXX</nowiki>'') instead of the new one (''rbxassetid://XXXXXX'').
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Note: In Finobe, use the '''Mesh''' asset ID, ''not'' the '''Mesh Part''' asset ID. You'll also have to use the old asset ID format (''<nowiki>http://www.roblox.com/asset/?id=XXXXXX</nowiki>'') instead of the new one (''rbxassetid://XXXXXX'').
  
 
Textures for your mesh do not need to be uploaded in FIBv11 Studio to work in Finobe, only the mesh itself does. You can continue uploading textures as you normally do.
 
Textures for your mesh do not need to be uploaded in FIBv11 Studio to work in Finobe, only the mesh itself does. You can continue uploading textures as you normally do.

Latest revision as of 23:10, 23 March 2020

About

This is a simple tutorial on how to upload your own meshes for use in Finobe games.

Introduction and Requirements

Any meshes uploaded in Modern Studio, as of spring 2019, will return an error if they are attempted to be used in Finobe clients. This is why this tutorial was made.

There is a solution to get around the error, and it's quite simple.

All it takes is uploading the mesh in any version of Modern Studio which is earlier than spring 2019 and supports MeshParts.

For this tutorial, we'll use the FIBv11 Studio, a modified version of 2017 Studio. You may remember the FIBv11 Studio from the Converting Maps tutorial. If you do not yet have the FIBv11 Studio, check the pinned messages in the #help channel on the Finobe Discord.

We can use the FIBv11 studio for both converting maps and for uploading meshes, so you won't have to download another version of Studio.

Directions

You should have your mesh file (.fbx or .obj) ready to upload.

If you don't already know how to upload meshes, here's how:

  1. Open FIBv11 Studio.
  2. Create a new place.
  3. Insert a MeshPart object.
  4. In the MeshPart's properties, click the upload button next to MeshId.
  5. Find and select your mesh.
  6. The mesh should now be uploaded. You will have to wait for the Mesh asset to be approved before you can use it in Finobe.

Note: In Finobe, use the Mesh asset ID, not the Mesh Part asset ID. You'll also have to use the old asset ID format (http://www.roblox.com/asset/?id=XXXXXX) instead of the new one (rbxassetid://XXXXXX).

Textures for your mesh do not need to be uploaded in FIBv11 Studio to work in Finobe, only the mesh itself does. You can continue uploading textures as you normally do.

Converting Meshes

If a mesh was uploaded in Modern Studio after spring 2019, and you would like to use it in Finobe, you can easily convert it, sort of like how you can convert maps.

You just have to insert the mesh into Modern Studio, export it, and then upload the exported file in FIBv11.

Don't just download the mesh file directly from the site and re-upload it in FIBv11, because the mesh might not work properly if you do so.

  1. Open Modern Studio.
  2. Create a new place.
  3. Create a MeshPart (or a Part with a SpecialMesh) and add the mesh ID and texture ID into it.
  4. Right-click on the object, and choose Export Selection. This will save both an .obj and an .fbx file to your computer. You won't need the .fbx file.
  5. In FIBv11, upload the .obj file that was just saved. Follow the same directions listed above for uploading meshes.