Asset Manager
Last updated
Last updated
Assets are the files in the Project Asset folder. They can be used for creating or modifying Objects. The Asset Manager shows all the available Assets and allows the user to organize, manage, and create them.
To create an Asset, right-click on the Asset Manager, select Create Asset
, and choose which kind of Asset to create.
The Asset Manager offers different views of the files in the Assets folder. The general view can be switched on the top left between flat and folder tree view and the files can be seen as either icons or in a list, which is chosen in the bottom right corner.
Assets can be deleted in the following ways:
Right-click the Asset and select the Delete
button from the pop-up.
Select an Asset and press del
.
Assets can be renamed by right-clicking an item and selecting Rename
. You can then type a new name and press ⏎
/Return
to confirm the change.
The Texture Importer appears in an Asset's Attribute Editor when the Asset has been imported in the Asset Manager.
This is only possible for images (files such as PNGs, JPGs, etc.) and Incari Image Sequences.
Images are files that contain only one file type. When sunflower.jpg
file is used, a new .ktx2
file is created (ex: sunflower.ktx2
) and stored in an /internal
folder of the Project. This folder is not accessible within Incari Studio, but can be seen in the Project folder on the user's local machine.
To reiterate, the first generation of the .ktx2
file is on instantiation, meaning that when it is dragged and dropped into the viewport or put into the reference field of an Object, the .ktx2
file is created. This is to significantly speed up the loading time of the Project once this conversion is done.
Deleting the .jgp
also deletes the generated .ktx2
and removes the generated files.
Incari Studio will detect any overwriting (changes to the file or its Attributes) and regenerate the .ktx2
when Save
under Information
is pressed. This change can be something simple, like changing the Compression
Attribute. It can also be something more complex, like changing something in the Image using an external software, such as Microsoft Paint.
To get the Texture Importer to show, one simply needs to click on the imported Asset (in this case sunflower.jpg
). This shows the many Attributes:
Asset Name
: The file name of the Asset. This cannot be changed within Incari Studio.
Is GPU compressed (ETC1S)
: Determines if it is in GPU-compressed format or not. More on GPU Compression in reference to KTX can be found here.
Compression Level
: What type of compression to use. The lower the number, the higher the compression but the lower the quality. This can be High Quality
(255), Balanced
(128), or High Compression
(64).
Information
Open in Asset Database
: Opens the file in the Asset Database
Save
: Lets the user save the new settings applied to the Asset in the Texture Importer or regenerate the file when external changes have been made. These changes will then appear automatically.
Image Sequences are treated similarly to Images and the above explanation can be used to describe the process here as well. However, when an Image Sequence is used, a .ktx2
file is created not just for the Image Sequence, but for all Assets used in it.
The example Image Sequence contains two Images called nature.jpg
and sunset.jpg
. These both get their own .ktx2
files as well as the Image Sequence imgseq.incseq
.
To get the Texture Importer to show, one simply needs to click on the imported Asset (in this case imgseq.incseq
). This shows the many Attributes:
Asset Name
: The file name of the Asset. This cannot be changed within Incari Studio.
Is GPU compressed (ETC1S)
: Determines if it is in GPU-compressed format or not. More on GPU Compression in reference to KTX can be found here.
Compression Level
: What type of compression to use. The lower the number, the higher the compression but the lower the quality. This can be High Quality
(255), Balanced
(128), or High Compression
(64).
Information
Open in Asset Database
: Opens the file in the Asset Database
Save
: Lets the user save the new settings applied to the Asset in the Texture Importer or regenerate the file when external changes have been made. These changes will then appear automatically.
The 3D Object Importer appears in an Asset's Attribute Editor when the Asset has been imported in the Asset Manager.
This is only for Meshes.
Meshes are 3D format files such as .fbx
, .obj
, .gltf
, etc. These can contain several different components like Meshes, Materials, Textures, and so on (Animations are currently not supported). When the base file is used in a Project, a .glb
file is generated and saved in the /internal
folder, much like the ..ktx2
file for Images and Image Sequences.
There is also an .glb.info
file and a folder containing all the associated images and their new .ktx2
files. Each converted image also has a .settings
file where the conversion settings are stored. The user can change these in the Attribute Editor for each image.
The first generation of the .glb
file is on instantiation, meaning that when the base file is dragged and dropped into the Viewport or put into the reference field of an Object, the .glb
file is created.
Deleting a base file would delete the .glb
file as well as everything associated with it.
Any changes to the base file will update the .glb
files.
Overwriting in this case means that when a change is made in some Asset or Object, it is added on top of the original data when Save
under Information
is pressed. So if the original data specifies that a Material is orange, the user can overwrite the original Material to make the material blue.
To get the 3D Object Importer to show, one simply needs to click on the imported Asset (in this case Avocado.glb
). This shows the many Attributes:
Asset Name
: The file name of the Asset. This cannot be changed within Incari Studio.
Scale Factor
: This allows the user to scale the Mesh's size up or down.
Information
Open in Asset Database
: Opens the file in the Asset Database
Save
: Lets the user save the new settings applied to the Asset in the 3D Object Importer or regenerate the file when external changes have been made. These changes will then appear automatically.
Assets can be imported by clicking on the plus icon at the top left of the Asset Manager, selecting Import Assets
, and finding the files to import to the Asset Manager.