Each imported file will be combined as a single transform. If you have multiple objects that you want to individually move around the volume, it is recommended that you import each model object as a separate [Object].
The following are not supported in TVA:
FBX Animation data i.e. keyframe data
Blend-shape normals and tangents
FBX lighting data
FBX camera data
Materials and textures may appear different from the original file due to limited importation support.
To import a custom 3D model, select Create Object from the default inspector window. In the object creation inspector select Model. Using the file browser, navigate to the file you want to import and select open.
TVA will then import the model mesh, from the selected file, into the scene as a single object.
The following file formats are supported in TVA:
FBX file format (.fbx) version 7.0 to current.
Wavefront file format (.obj)
Meshes with skin weights are supported in a limited capacity.
You can use the move [W], rotate [E], and scale [R] tools (or the inspector), to transform model objects.
A combined static mesh will be generated for the model object, from the mesh objects contained within the imported FBX file. This model object will occlude cameras and influence the [heat map] and [marker visibility].
Model objects are imported to the computer's Windows temp folder until the TVA project file is saved.
Once a TVA project is saved, a copy of the model file is made in project [Folder Structure] ('[project name]\Models\'). When moving the TVA project to a different location, ensure to maintain the required [Folder Structure]
FBX models are stored under the main Models folder: [project name]\Models\'
OBJ models are stored in a subfolder to maintain texture and material association: [project name]\Models\FileName\'
If a model is no longer used in the TVA project when the project is saved, the model files will be removed from the project folder.