Before you import assets using the FBX file format, set up and load the Stingray project where you want to place the objects.
If you have your own characters and animation, you might create your project using the 'empty' template. If you want to experiment with a character already set up, you can use the 'Character' template. See also Set up a project and Template projects.
Using the FBX file format, you can import static or skinned meshes and their associated textures, as well as animation files.
Mikktspace support consistently generates tangent spaces for an imported mesh. The Tangent option in the Import FBX options lets you Calculate (default) tangents using mikktspace tangent generation or Import vertex tangents. Calculate is recommended to achieve the smallest vertex count.
In the Asset Browser, navigate to the content/models folder of your project where you want to place the FBX file.
Create a new folder to contain the imported files.
In the Asset Browser, click Import.
Navigate to select the file you want, then click Open.
In the window that appears, set the Import FBX options you want and click Import.
For example, turn on the following options:
The FBX file, including any data you specified in the FBX Import options, is imported to the selected folder in the Asset Browser. You can then select and place it in the level.
Selecting the file in the Asset Browser also makes it display in the Asset Preview. If the imported file has animation, you can also preview the animation.