Export Shape Lab 3D Models, and Import to Horizon World
Hello everyone is there anyone here with experience, importing 3D models into the Horizon desktop editor that can help me out. Even if you could give me written instructions. I did ask AI in the instructions it gave me didn't work. I'm trying to import 3D models that I created in Shape Lab Lite into Horizon. I'm exporting from Shape Lab Lite as FBX, with external PNG Texture files. I've made sure they're below the 50 MB but they still are not importing into the desktop editor. I don't know if I'm not applying something in Shape Lab that I should be, or if I'm doing something wrong in the editor. Is their anyone that could please help me. Thanks in advance Cat, (Aka) VR_Adventures1KViews0likes5CommentsWhat exactly is the Meta AI generation limit?
I Generated about 6 items today after having to wait 24+ hours for the system to start working again and I'm already getting the "Cannot generate that" when I put in a prompt. What exactly is the limit? Did it change recently? Also having issues generating in the desktop editor. Picture for example:Solved1KViews0likes3CommentsSpawn failed due to spawning CMI asset in primitive world...but what's considered a primitive?!
I don't get it--I've deleted and replaced every single primitive with trimesh. But when I try and spawn one of my CMI assets I get this error: [User] Spawn ball failed with error: Spawn failed due to containing content unauthorized for this world (likely for spawning CMI asset in a primitive world or vice versa)... Ball spawns an asset I made with trimesh. What is considered a primitive? I replaced every single mesh in the world with custom tri mesh...I do have text gizmos. Is that considered a primitive? Or does it not matter that I removed them all and once a primitive ever existed in your world its cursed to be determined to be a primitive world?? I just don't get it. I wish it would tell me which primitives are still in the scene, but as far as I can tell there are none! Also will this restriction of not being able to mix and match trimesh with primitives ever going to be resolved? It's a HUGE productivity drain to have to use custom geometry even if you just need a simple box somewhere.Solved1KViews1like14CommentsTint and Color Accuracy
Hi all, My team and I are working on a project where color matching is very important. As such, we have an RGB value (one example: 0.0078,0.5333,0.6470 in the blue image) that we are using across both game asset Tints and Custom UI elements. On the custom UI, the color appears correct, but when used as a tint, it's a very different color. This is most noticeable with reds, which appear pink. All of our assets are unlit. With red: Is there a way to make "Tint" function more like a full recolor than whatever it's doing? SpaceGlitterUnicornbecause 3D assets!900Views0likes9CommentsHow to Use unity_asset_bundles API in Horizon Worlds?
Hi there , I'm trying to import a Unity asset bundle into Horizon Worlds and use ssetBundleInstanceReference.setAnimationParameterBool() to play animations on a model. However, I haven’t been able to find any tutorials or examples showing how to do this. Could someone please help or point me in the right direction? Here’s the official API documentation I’m referring to: https://developers.meta.com/horizon-worlds/reference/2.0.0/unity_asset_bundles_assetbundleinstancereference Thanks in advance!781Views2likes2CommentsHow to control playback of Popcorn particle FX from typescript?
Sorry, first time building in MH. I've been trying to integrate an explosion from the public assets library (one of those PopcornFX asset types), but I haven't found out a way to start and stop playback of the particle effect from code. Casting to a ParticleGizmo obviously doesn't work, and the play() method doesn't resolve. I'm assuming under-the-hood it's an external Unity asset using a sprite sheet. I haven't found any documentation on this. How do I sent playback events to it? Thanks a lot!!Solved662Views0likes4CommentsSublevels
I have a world where a team with one designated captain get in a starship and travel to a star station. They can choose one of multiple star stations each at a different star. I have coded one star station and it takes up about 2.5 Gb. Now most of the star stations share textures and other resources, but still I am looking into some world or asset streaming way to split this up. If I choose the sublevel approach does that mean that everyone in my world must be in the same sublevel? Ideally I'd like it to be possible for different teams to choose different star stations.Solved620Views0likes5CommentsMentor Needed - Prefab Model Importing
Hi Guys, I think I could really use a mentor. I am very much a beginner at Blender, 3D Modeling, Textures, Materials, etc and I feel like many of the tutorials or workshops I have looked at make some assumptions that I know what I am doing. I do NOT... LoL! Obviously I am learning, but I keep hitting the same roadblocks. Admittedly, I am attempting to get started using prefabricated assets, Stuff from Sketchy, Sketchfab, Unity Store, BlenderKit, etc. because I just dont know how to model, apply textures, bake, any of that... I've been able to import some things that were relatively straightforward, but I am using tools to help (Like SimpleBake for example) but the UV maps are terrible and the textures are so poor once brought into horizon worlds... It's very frustrating And then theres the issue of oh hey yay I have a texture map for Base Color, Roughness, Metallic, Normals, Emissions, Ambient Occlusion, yada yada yada, but somehow I am supposed to combine all those into a BR, MEO, MESA... How do you do this? Is everything in the Custom Model Import universe supposed to be ridiculously difficult to learn, or require apps that cost $50 a month? If there is anyone out there who would be willing to have a few one on one sessions and can show me how to do this stuff in an easy to understand way, I would really appreciate it. I am just not having fun right now, and I know I must be doing something wrong...619Views1like5Comments