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3D

3D Asset preparation

This guide will help you prepare 3D assets for your Effect House projects.

Requirements and limitations for models

Supported formats

Effect House currently supports FBX, glTF, and OBJ formats for 3D models. We’re working to enable support for more formats.

Mesh

  • Use triangle polygons and quad polygons.
  • Total triangles in the entire effect should be < 100,000 for optimal performance. For each model, the tool is limited to 50k triangles per FBX. However, we recommend keeping each FBX mesh under 30k for the best performance.
  • All UVs must be mapped.

Rigging

  • Maximum 50 joints per model. You can have multiple models in one effect, and the joint limit is local to each model.
  • Joint names must be unique.
  • 4 maximum joint influences.

Animation

  • Use only bone animations.
  • Only translation/rotation/scale settings are keyable. Do not key visibility and leave all visibility “on” or set to 1.
  • Set the frame rate to 30 fps.
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  • Bake your animation and make sure to break connections on visibility
Tip
Tip

We recommend keeping the animation duration under 15 seconds, which is the default TikTok video length.

Texture for 3D objects

Effect House currently supports importing textures and materials information with meshes for FBX and glTF. Keep the following requirements in mind for textures used in the materials:

  • Format: Effect House supports .png and .jpg files
  • Resolution limit: 1024 x 1024 pixels; if your file is larger than 1024 x 1024, it will be resized.
  • Single file size: Less than 1 MB
  • Image dimensions must be square and a power of 2 (for example, 256 x 256, 512 x 512, 1024 x 1024). 1024 x 1024 is the maximum.
Tip
Tip
  • The recommended image size is 512 x 512 px.
  • 1024 x 1024 px can be used if fine detail is required.
  • Maps for different channels can be different sizes as long as they are square.

Exporting from 3D Modeling Tools

Exporting .FBX from Maya

We suggest using the following settings when exporting FBX from Maya:

  • FBX file format export (version 2014-2019)
  • Follow the export settings below (uncheck “Animation” if not required):
  • Remember to check “Embed Media” when exporting your model if you want the textures and materials to come with the model when importing into Effect House.
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Tip
Tip
  • It is not recommended to bake animation through the FBX exporter; bake animation separately in Maya first.
  • We recommend triangulating the model manually in Maya and deleting the non-deformation history first.

Exporting .OBJ from Maya

Here is the default setting when exporting OBJ files. Please notice that the OBJ file format doesn’t support animation or textures.

Exporting .FBX from Blender

We suggest using the following settings when exporting FBX from Blender:

  • Set the animation frame rate to 30 fps
  • Select everything you want to export and click File > Export > FBX(.fbx).
  • Follow the export settings below (uncheck “Animation” if not required):
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Tip
Tip

Shift + click to choose multiple Object Types.

Exporting .GLTF from Blender

We suggest using the following settings when exporting your model as a glTF from Blender:

  • For exporting an animation, set the animation frame rate to 30 fps.
  • Select everything you want to export and click File > Export > glTF 2.0.

Follow the export settings below (Uncheck “Animation” if not required):

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Exporting .OBJ from Blender

Set the animation frame rate to 30 fps so that it can be used in Effect House.

Select everything you want to export and click File > Export > Wavefront (.obj).

Follow the export settings below (Uncheck “Animation” if not required):

.OBJ files only store geometry data, so you can check “Write Materials” to export the model with materials. However, you will need to import textures separately.

Asset import

To import your own 3D assets to a project, go to the Assets panel, click + Add asset > Import > From Computer, select model, and import.

You can directly drag the object to the scene, and it will be auto-assigned a standard PBR material that is generated from the .fbx model. From there, you can start to customize your own material. Learn more in the Materials introduction guide.

If your model has submeshes, you’ll find the auto-created materials in the Asset panel, that map to the order of your submeshes. For example, submesh0 will map to material lambert1, submesh1 will map to lambert2, etc.

Note
Note

A submesh is a mesh defined as a subset of a given mesh. In a digital content creation tool, exporting an object with separate materials will give you separate submeshes.

Asset properties

Mesh info

Bounding Box:the minimum or smallest bounding box of the model.

Vertices Count: Display the number of vertices in the mesh you imported.

Vertices Attribute: Based on the complexity of your model, the asset info will include some of them: position, texcoord0, normal, Tangent, Binormal, indices, weight.

Submesh Count: Display the submesh count in the mesh, this property only displays when the mesh has the submeshes (>= 2 submeshes)

Blendshape: This property only displays when your model has blendshapes.

Asset preview

You can check the number of verts, tris, bones, submeshes, and blendshapes in the Preview panel.

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