Open Asterune
Assets and model imports

Assets and model imports

Import local assets and 3D models into an Asterune Studio project.

Studio imports local images, sounds, materials, and models into a project. Imported assets are stored under the project's assets/ directory and have content IDs for use by instances and scripts.

Import images and sounds

  1. Open the project and select Model → Import. Choose the files to import. You can also drag files into Studio to open the import dialog.
  2. Review the file rows and their destinations. For a naming conflict, choose Keep both or Replace existing one.
  3. Select Import. Inspect the result for each file; a batch can contain both successful and failed imports.
  4. Open the Assets tab to find successful imports. Right-click an asset and choose Copy reference to copy its content ID, then paste it into the relevant instance property, such as SoundId.

If a file fails, correct the error reported for that row and import that file again. Inspect the Assets panel first so a repeated batch does not create unwanted duplicates.

Import a model

  1. Keep the model and external textures together in their exported layout.
  2. Select Model → Import and choose a model file or an export folder.
  3. Inspect the model summary and warnings. Adjust the size, up axis, grouping, materials, lights, and cameras in the import settings.
  4. Select Import. Inspect the new hierarchy in Explorer and the model in the viewport. Select Home → Save to persist the document.

If the dialog reports missing textures or unsupported content, correct the source files or import settings before importing again. An ambiguous export folder requires selecting an individual model file.

Supported formats

The importer reads glTF/GLB, FBX 7.x, OBJ/MTL, PLY, and STL directly. Blend, Collada, and USD imports require Blender. For source installations, the ASTERUNE_BLENDER environment variable selects the Blender executable.

Importing a folder selects a model group, preferring glTF over GLB and bridged formats. A matching <name>_Collision.gltf or .glb supplies invisible, anchored collision geometry.

Import behavior and limits

The model import dialog keeps materials and textures by default. Importing is one document undo step. Undo removes the document changes; imported texture assets remain in the library and can be reused.

FBX imports retain geometry, materials, lights, and cameras. FBX skinning, animation, blend shapes, and vertex colors are not imported; skinned meshes arrive in their bind pose. Re-export older FBX 6 files as FBX 7.x or glTF.

The default triangle budget is 12 million, including each placed instance of shared geometry. Imported textures must be PNG, JPEG, DDS, TGA, or BMP and cannot exceed 16,384 pixels on either edge.