Custom Skydome Development Guide
Hey friends! I've created a development guide based on my personal experience with the new custom skydome feature in Worlds. This is intended to help you better understand how to make and import custom skydomes into your worlds! Find it here I have included the files I made using Blender if you wish to follow along with the process or you can use your own! *If you have questions or recommendations for amendments, please leave them here for me Hope this helps and happy creating! The skydome I made, for reference. It's a quickly thrown together desktop scene that is still a WIP477Views11likes2CommentsMake & Import an Animated FBX Using Blender 4.5
I know some have been struggling a bit with this. Here's a super-simple 15 minute workflow to: Create a simple animated 3d mesh in blender Export it to FBX with animation and import it to Horizon Worlds Please like and share to anyone that might find it useful Subscribe to my youtube channel for more tutorials and Horizon Worlds usefulness https://www.youtube.com/@The3EyedTiger
65Views3likes1CommentThe Art of the Remixable World
Hi all- Thanks for attending the Build Along session today with SpaceGlitterUnicorn and me on how to create great remixable worlds, especially for the current Open Source Competition. The video should be available soon, but attached is a PDF of the slides I presented today. Questions about the contest in general should be submitted to the Competition post thread here.71Views3likes1CommentImporting Massive Scenes (Join & Merge In Blender)
In today's modeling tutorial I show how we use Blender to join and then merge models before importing into Horizon Worlds. This added step reduces draw calls and verts, which improves performance. We also look at how to replace the whole world elements so that when importing a new update from Blender the scene aligns with the other elements you have added in Horizon Worlds. Note: at the end you will see some of the palm trees got messed up. This was caused when using the edit mode "mesh>merge>by distance." To fix this, after selecting merge by distance, there is a dialog box in the bottom left. Click that and adjust the distance to be much smaller. In my case I used 0.0000001 and that resolved my issue :)
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