Objects

Objects and Skyboxes

The method of adding buildings, monuments, and other objects to be placed on maps.
First, before adding, put all the data required, including a model, textures, motions, etc., into a single folder.

物体.png
 

File Format to be Added

An object consists of three files: model, textures, and motions.
Creation of these requires specific knowledge of 3D graphics and prescribed software.

1. Model (required)

2. Texture (required)

3. Motion Files (.fbx)

If there are motions, prepare the motion data. There are two ways of handling motion data: one is to specify the motion data as it is in the model file, and the other is to use separate files for the model and the motions. (If separate, the supported version of the motion files FBX are the same specifications as the model files.)

[If a Model and Motions are in the Same File]

[If a Model and Motions are Separate Files]

Preparation for Adding a Model

There are two ways to add a model.
One is to divert Bakin's built-in data, and the second is to prepare new data yourself.
Each procedure is described below.

  1. Prepare a folder for the assets you wish to add.
    This folder is only used temporarily for addition. Any file location or folder name is acceptable.
    The added model will be added under the res folder in the game file folder.
     
  2. Put a model file (.fbx) and textures file (.bmp or .png) directly under the folder you have prepared.
    Example: If you put an asset (Table) you want to add in the [Table] folder
    Table.png

Preparation of Folder to be Added (1): When exporting system assets

The default system asset models can be exported to an external folder and customized using CG software. The procedure is as follows

  1. Open any game file, select "Resources -> Models -> reserved -> For Event Templates -> sb_obj_indoor005_Table01" and press the Copy button.
     
    ENエクスポートボタン.png
  2. Select any folder to export.
     
  3. In the exported folder, the selected object folder is created and the FBX file, texture files, and def files (material information, etc.) are exported to it.
    FBXファイル.png
  4. Exported models and textures can be modified by DCC tools such as Blender and image editing software.

(Note that if you change the file name of a texture during editing, the texture will not be loaded automatically. To change, either re-specify the texture specification on the Bakin side or open the def file and change the description of the texture name.)

Preparation of Folder to be Added (2): To Create a New One

Preparation for Adding a Model

  1. Create a folder in any location where you would like to put the assets you would like to add. (Any folder name and location is acceptable.) This folder will be specified as the destination folder for updates after data is added.
    (After adding data to Bakin, updating the data in this folder will also update the corresponding data in Bakin. The added model will be added under the res folder in the game file folder.)
     
  2. Put a model file (.fbx) and textures file (.bmp or .png) directly under the folder you have prepared.
    Example: If you put an asset (Table) you want to add in the [Table] folder
    Table.png
     
    To add a new object, create a folder with the name of the model you wish to add in any location, and put all the models and textures to be added in the folder.
     
  3. Place all files directly in the folder you have prepared.
     
  4. Textures are automatically searched for and imported based on their names in the FBX file.
    The search will be performed either in the same folder as the FBX or in the "texture" folder within the FBX.
    (If there are motion files separate from the model, add them as separate models and specify motion and stamp settings separately.)

Adding Method

  1. Select [Resources] -> [Models] -> [Add Button] to open the [Asset Picker] window.
    EN追加ボタン.png
     
  2. Select the [Select from File] tab
    ENファイルから選択.png
     
  3. Open the folder containing the model you wish to add and select the fbx file.
     
  4. Check [Auto Optimization When Importing FBX File] if necessary.
    Optimization automatically performs the following processes:
    • Skin weight normalization
    • Polygon triangulation
    • Apply scale (scale option next to the optimization checkbox)
    • For FBX formats earlier than FBX7.4, conversion to FBX7.4
      (If the model file was not imported correctly, uncheck the box.)
       
  5. Press [Add and Exit].
     
    Steps 1-5 can also be done by dragging and dropping fbx files into the model list.
     
    If a model with the same name already exists, it will be added under an alias.
    If you want to update a model that has already been added, press the "Update Information" button.
    EN情報の更新.png
     
     
  6. If there are materials in the project that have "all the same textures" as the fbx materials to be imported, the "Material Sharing" dialog box will open.
    This dialog allows you to choose whether to share the materials or not.
    Materials can be reassigned in Resources > 3D Stamps even after importing.
     
    You can share materials with models in your project by assigning existing materials with all the same textures to imported models.
     
    [Advantages/Disadvantages of Sharing]
    • Advantages
      • By simply adjusting one material, you can adjust all objects that share the material.
      • No more need to have useless material data.
    • Disadvantages
      • It is not possible to adjust the appearance of only one of the objects that share a material with another object.
        In this case, copy the shared material at Resources > Materials.
        Reassign that copied material to the object you want to adjust individually in Resources > 3D Stamps.
         
        Material_ImportedMaterialsDialog.png
         
    • The "Material Sharing" dialog contains the following options:
      • Automatically Assign Materials
        Automatically assign materials with the same texture in the project.
        If there are multiple materials with the same textures, the first material registered in the project will be assigned.
        All "untextured materials" are imported as new materials.
         
      • Add All as "New Materials"
        Even if there are materials with the same textures in the project, they are all imported as new materials.
        Select this if you do not want to share materials with other stamps or models.
         
      • Manually Select Materials to Assign
        For each material of the model to be imported, manually select whether to assign a material with the same textures in the project.
        If there are multiple materials with the same textures, you can choose which of them to assign.
        For "untextured materials," select the material to be assigned from the "untextured materials" in the project.
         
    • What does "all textures are the same material" mean?
      It refers to a material in which all the textures specified in the material match. (This includes cases where none of the textures are specified.)
      For example, if a material has textures specified for the albedo map, normal map, and mask map as shown in the figure below, all three must match.
       
      Material_Imported Materials_1.png

Stamping a Model

The models must be "stamped" in order to place them on maps or make them usable in games.
Please visit [[What are 'Stamps'?] for more information on "Stamps".

The procedure for stamping a model is as follows:

  1. Select the model you want to make into a stamp.
     
  2. Click the Stamp button.
     
    ENモデルのスタンプ化.png
     
  3. It will be added as a new stamp to the list under Resources > 3D Stamps.

About Object Settings

The added object has no collision detection as it is, and the player walks right through it.
Collision should be specified when a hit setting is required for the shape of the model.

There are two ways to add collisions.

When Using the Simple Collision Setting

  1. Select the stamp of the model for which you want to apply a collision detection and check the "Simple Collision Settings".
    (The simple collision setting appears only when "Accurate Collision Setting" is turned off.)
     
    EN簡易コリジョン.png
     
  2. Under "Shape," you can select a simple collision shape such as a box or a sphere. Select a close match and adjust the position, rotation, and size while viewing the preview.
     
    Shape.png
     
    (Models added by drag-and-drop are automatically stamped, which specifies an auto-adjusted box collision, which can be left in place if the model is a simple shape.)

For Shape "Mesh"

If Shape is selected as "Mesh," you can use your own collision model.
If there is no suitable simple shape, prepare your own collision model and specify it in this setting.

In the example below, a simple collision model is provided for the piano model to determine the collision.

  1. Add a piano model and a collision model for piano, respectively.
     
    ENピアノ1.png
    ENピアノ2.png
     
  2. Select "Mesh" under the Shape section.
    Click on the right space of the mesh section and select the model for collision.
     
    ENピアス3.png

When Using the "Physics Settings" to Prepare a Dedicated Collision

If you want to combine multiple collision models or have collisions linked to the movement of the model, you must create a collision setting in Physics Settings.

Specify Multiple Collisions

If multiple independent collisions are needed, such as a door and door frame, register multiple collisions in Physics Settings.

 
EN複数のコリジョン設定.png
  1. Add as many collision specs as needed in the "Collision List" by pressing the [+] Add button.
    In the door example, we added a door frame and door collisions.
     
    ENコリジョンリスト.png
     
  2. Select each collision and adjust it in the "Physics Settings" section.
     
    ENコリジョン物理設定.png

Linking Collisions to Model Movements

If you want collisions to be linked to the movement of the model, such as a doorway that opens and closes or an object that swings, use an attach node.

 
コリジョンをモデルの動きに連動させる1.png
 
  1. Among the added collisions, select the collision you wish to link to the movement.
     
  2. Under "Physics Settings -> Basic -> Attach Node," select the node you wish to attach.
    The followings will appear for the attached nodes.
    • The origin "_root"
    • Mesh nodes existing in fbx
    • If there is a skeleton structure, their skeleton nodes
      コリジョンをモデルの動きに連動させる2.png
  3. Specify the motion you want to check in the "Physics Settings Preview" and press the Play button to see the motion.
     
    ENコリジョンをモデルの動きに連動させる3.png

Adding a Skybox Model

The Distant Landscape Model is a model that displays the "background" such as the blue sky, night sky, cloudy sky, etc. that are displayed outside of maps. You can specify a stamped model in [Map Settings > Rendering > Skybox Model].

 
EN遠景モデルの追加1.png
EN遠景モデルの追加2.png
 

What is needed is basically the same as regular model data.
Any model can be registered as a skybox model, but a domed hemispherical model is generally suitable.
The best way to do this is to export a standard skybox model of the default assets and then customize the data.

1. Model (required)

• The Bakin standard skybox model uses the scale "X:1000 , Y:350 , Z:1000" as its basic size in Blender, but you can adjust the scale according to the map size you are creating using the "Skybox Scale" property.

 
EN遠景モデルの追加3.png
 

2. Texture (required)

遠景モデルの追加6.png

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Last-modified: 2023-09-20 (Wed) 02:57:20