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DevForum3 days ago

[Studio Beta] Auto-Reimport: Automatically Reimport External Files on Changes

Summary

Roblox Studio has introduced a new Auto-Reimport beta feature that automatically updates 3D models and textures whenever the source file is saved on disk. This workflow improvement eliminates the need for manual reimports, although it currently creates new asset IDs for each update and must be re-enabled per session.

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Negative6 eng

small hotfix update to my rigs pack because i missed a few things AVAILABLE THRU THE SAME LINK https://t.co/HoCyYzF5R0 #roblox #robloxanimation #blender #robloxblender https://t.co/iTUxMVU6qd

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Neutral2 eng

Robloxスタジオの話 再インポート機能が、「自動再インポート(ベータ)」ができるようになったそうです。 ソースを書き換えると自動的にインポートしてくれる! めんどくさいショートカットから解放されるー #RobloxDev https://t.co/31dz9UhTBv

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Neutral0 eng

This topic was automatically opened after 9 minutes.

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Neutral0 eng

update so good it got me questioning why ya’ll don’t do such good with the actual site.

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Neutral0 eng

bballerblox: We’re working on asset versioning for meshes and images, so that new asset IDs are not created on every iteration. Please share any feedback with us below. Thank you! Asset versioning for meshes and images?? Yes please, asset archival would be nice too!

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Neutral0 eng

yeaaa boy next upd gonna be good one bballerblox: What’s Next We’re working on asset versioning for meshes and images, so that new asset IDs are not created on every iteration. Please share any feedback with us below. Thank you!

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Neutral0 eng

Does this mean there will also be an API that will allow devs to export and import meshes and textures programmatically? Something that would respond with the actual data than we can then use to for example send it to our local machines automatically? (I want this mostly for my sync tool Pesto as th

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Neutral0 eng

For exporting the closest thing is probably PluginManager:ExportSelection() , but that only works with .obj files. There’s also Plugin:PromptSaveSelectionAsync() , but similarly, that only works with .lua , .rbxm , and .rbxmx . Even if you could get the raw data through EditableImage s and EditableM

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Neutral0 eng

Zamn yall been cookin lately

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Neutral0 eng

Would you ever consider temporary/preview/local assets that aren’t really published, to prevent clogging the inventory or roblox servers with prototype versions of meshes and textures?

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Neutral0 eng

bballerblox: Reimport does not version assets: Every reimport or auto-reimport uploads new meshes and textures and produces new asset IDs. does this mean that every reimport change results in the mesh/image being moderated? if so, what prevents false moderations from appearing from the reimport? why

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Neutral0 eng

Even then they would have to moderate it each time, or bypassing moderation would become as easy as reimporting to overwrite a benign asset.

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Neutral0 eng

Yeah this pmo I have like 10 models of the weapon and viewmodel flooding the uploads page

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Neutral0 eng

Yes, I am aware of those APIs, but i figured that this would require the user to select a export directory manually, and that is not something you want from an Auto Sync plugin. The route I am probably going to take, is to have an option that turns all meshes into editable meshes and exports that da

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Neutral0 eng

Good update, are there any plans in the future for a native FBX exporter?

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Neutral0 eng

who is the new team that is pumping out all of these amazing updates ??? They deserve all the recognition in the world. I love them. Roblox dev team please continue on that trajectory