(Simplygon SDK only)
Simplygon is directly integrated into the native editor of Unreal Engine 4. This makes cutting edge mesh reduction, texture merging and proxy mesh generation available to all users of Unreal.
The Simplygon Cloud comes with a full integration for Autodesk Maya, we support maya 2012 to 2015. With this integration you can tunnel out your assets to our cloud interface where you have access to our user interface. we support standard materials and custom shaders in maya.
The Simplygon Cloud comes with a full integration for Autodesk Max, we support Max 2012 to 2015. With this integration you can tunnel out your assets to our cloud interface where you have access to our user interface. we support standard materials and custom shaders in Max.
The Simplygon Desktop application supports FBX OBJ and our native format SSF, this app is for windows 7 / 8 (32) and (64) bit.
Through our Unity integration users are able to automatically create LODs directly from within the Unity Editor. The Simplygon plug-in is available for download in the Unity Asset Store.
We love Unity and the creative environment it creates. Game development should be about great ideas and the skill to execute them and not about what tools you have access to. To help Unity’s vision to democratize game development we are making Simplygon available for indies and smaller studios, as well as larger Unity developers. Through our integration anyone can utilize Simplygon directly from within Unity.
Simplygon has a rich API for fully customizable integrations into in-house tool pipelines, engine editors or asset servers. The Simplygon SDK provides the API libraries and documentation, example code and developer tools necessary to build, test, and debug your custom Simplygon integration.
Fully Customizable Data Support. Users can also add their own custom channels to geometries. The data in these channels are stored either on a per-vertex, per-corner or triangle basis, and will be handled correctly by Simplygon when creating MeshLODs. This can be done either through the API, through the batch process or through scriptable settings in Max or Maya.