Amazon Sumerian
User Guide


Drop a model file on the assets panel to import it. When you import a model, Sumerian converts it into an asset pack that contains the model's meshes, skeletons, materials, and textures. Meshes are triangulated automatically during import. The process can take some time, depending on the model size and format.

You can import models up to 50 MB in size in the following formats.

After the model is imported, drop the model entity from the asset pack onto the canvas. This adds one or more entities to the scene in a hierarchy based on the imported file. At a minimum, the entity has transform, geometry, and material components. If you import a model that has a skeleton and animations, you also get an animation component. The skeleton and polygon mesh are attached to the geometry component, and textures are attached to the material component.

To optimize the model importing process, remove unneeded data by deleting the object history and freezing transformations in your modeling tool. If you can, avoid using geometric transformations. If your model has animations, bake them into the model and avoid using constraints.

The Sumerian engine supports the following model features.

Model Features

  • Vertex colors – Per-vertex colors or per-face-vertex colors are supported.

    When the mesh data contains vertex colors, a slider is available on the mesh's material panel under the diffuse channel. You can use the slider to blend between the set diffuse map or color and the vertex color.

  • UV maps – If two are available, you can use the second one, for example, for light maps or ambient occlusion maps.

    In the editor, you are able to apply these textures on the ambient channel in the material panel.

  • Tangents – If no tangent data is provided, it is generated during the conversion.

  • Normals – If no normal data is provided, interpolated normals are generated during the conversion.

  • Skeleton animations – Animation via skeleton mesh deformation is supported. You can provide several animations in one file.

    Shader limitations

    • The maximum number of weights per vertex is 4. If more are provided, the ones with the least values are removed.

    • Keeping the joint count low enables the support of a broader set of hardware.

    If you have already converted a model with skeleton animations into the editor, and later add more animations in your modeling tool, you can add those new animations onto the existing model in the editor.

    You do this by dropping the file on the animation panel's animation state drop area. This issues the file upload as usual, but during conversion, only the animation data is exported. The underlying skeleton rig must be the same for this to work. If you changed the rig, you must reimport the model through the regular process.

  • Embedded textures (FBX) – When exporting to the FBX binary format, you can embed textures into the resulting file.