Import assets

This walkthrough shows how to import assets into a project and how to use them.

This part will cover the following topics:

  • How to import Assets into the Editor
  • How to import Assets into the Editor via url
  • Import Asset pipeline

Table of Content

Import differences between Meshes and Textures

Assets that are created by e.g. Maya will be of type after they are imported. Where DCC stands for Digital Content Creation. Materials wont be imported untill the dcc_asset has been dragged into the scene or used otherweise.

A dcc_asset can hold all types of data that was used to build the asset in the DCC-tool, such as objects, images, materials, geometry and animation data.

During the import step, The Machinery only runs a bare minimum of data processing, just enough so that we can display a visual representation of the asset in the Preview tab. Imports run in the background so you can continue to work uninterrupted. When the import finishes the asset will show up in the Asset Browser.

Note that import of large assets can take a significant amount of time. You can monitor the progress of the import operation in the status bar.

Textures on the the otherhand will be imported as creation graphs.

Major supported formats

At the time of writing this walkthrough, The Machinery is supporting the following formats:

Note: Not all formats have been tested that extensivly.

FormatFile Ending
fbx.fbx
GLTF Binary.glb
GLTF.gltf
wav.WAV
dae.dae
obj.obj
stl.stl
jpeg.jpeg
pg.pg
png.png
tga.tga
bmp.bmp
Windows Shared lib dll.dll
Linux shared lib so.so
The Machinery Theme.tm_theme
The Machinery Spritesheet.tm_spritesheet
The Machinery database project.the_machinery_db
The Machinery Directoy Project.the_machinery_dir
zip.zip
7z.7z
tar.tar

A complete list can be found on the bottom of this page

How to import assets into the project

The Machinery has three different ways of importing assets. The Import local files, Import remote files, Drag and Drop.

Import via the file menu

The first method of important an asset is via the File menu. There, we have an entry called Import File, which opens a file dialog. There you can import any of the supported file formats. Import File allows for importing any supported asset archive of the type zip or 7zip. This archive will be unpacked and recursively checked for supported assets.

Import from URL

It is possible to import assets from a remote location. In the File menu, the entry Import from URL allows for importing any supported asset archive of the type zip or 7zip. This archive will be unpacked and recursively checked for supported assets.

Note: The url import does not support implicitly provided archives or files such as https://myassetrepo.tld/assets/0fb778f1ef46ae4fab0c26a70df71b04 only clear file paths are supported. For example: https://myassetrepo.tld/assets/tower.zip

Drag and drop

The next method is to drag and drop either a zip/7zip archive into the asset browser or an asset of the supported type.

Adding the asset to our scene

In The Machinery a scene is composed of entities. The engine does not have a concept of scenes like other engines do. A dcc_asset that is dragged into the scene automatically extracts its materials and textures etc. into the surrounding folder and adds an entity with the correct mash etc. to the Entity view.

Another way of extracting the important information of a DCC asset is it to click on the DCC asset in the asset browser and click the button "Extract Assets" in the properties panel. This will exactly work like the previous method, but the main difference is that it creates a new entity asset that is not added to the scene.

Entity assets define a prototype in The Machinery. They are distinguished in the Entity Tree with yellow instead of white text. This concept allows having multiple versions of the same entity in the scene but they all change if the Prototype changes.

About Import Setting

You can define the import creation graph prototype there as well.

  • For Images
  • For Materials
  • For Meshes

Every DCC asset allows changing of the extraction configuration. Therefore it is possible to define the extraction locations for outputs, images and materials.

Instead of importing assets and change their the configuration per asset , it is possible to define them per folder. All you need to do is add an "Import Settings Asset" in the correct folder. This can be done via the asset browser. Right Click -> New -> Import Settings

Note: worth noting that this is somewhat of a power-user feature and not something you need to have a detailed understanding of to get started working with The Machinery.

Video about importing and creating an Entity

Complete list of supported file formats

At the time of writing this walkthrough, The Machinery is supporting the following formats:

Note: Not all formats have been tested that extensivly.

formatfile ending
3d.3d
3ds.3ds
3mf.3mf
ac.ac
ac3d.ac3d
acc.acc
amf.amf
ase.ase
ask.ask
assbin.assbin
b3d.b3d
bvh.bvh
cob.cob
csm.csm
dae.dae
dxf.dxf
enff.enff
fbx.fbx
glb.glb
gltf.gltf
hmp.hmp
ifc.ifc
ifczip.ifczip
irr.irr
irrmesh.irrmesh
lwo.lwo
lws.lws
lxo.lxo
m3d.m3d
md2.md2
md3.md3
md5anim.md5anim
md5camera.md5camera
md5mesh.md5mesh
mdc.mdc
mdl.mdl
mesh.mesh
mesh.xml.mesh.xml
mot.mot
ms3d.ms3d
ndo.ndo
nff.nff
obj.obj
off.off
ogex.ogex
pk3.pk3
ply.ply
pmx.pmx
prj.prj
q3o.q3o
q3s.q3s
raw.raw
scn.scn
sib.sib
smd.smd
stl.stl
stp.stp
ter.ter
uc.uc
vta.vta
x.x
x3d.x3d
x3db.x3db
xgl.xgl
xml.xml
zae.zae
wav.WAV
ddsexrjpg.ddsexrjpg
jpeg.jpeg
pg.pg
png.png
tga.tga
bmp.bmp
psd.psd
gif.gif
hdr.hdr
pic.pic
Windows Shared lib dll.dll
Linux shared lib so.so
The Machinery Theme.tm_theme
The Machinery Spritesheet.tm_spritesheet
The Machinery database project.the_machinery_db
The Machinery Directoy Project.the_machinery_dir
zip.zip
7z.7z
tar.tar