overrideExistingUVs (Boolean) : If True, UVs for channel 0 will be recreated (algo GenerateUVonAABB , size=100) repackUVs (Boolean) : If True, UVs for Channel 1 will be automatically repacked. Do not use if the original UV layout is fine (meshes already properly UVed).
Documentation
About the scenario
This scenario executes a typical chain of algorithms, to transform a CAD model (made of CAD surfaces) or a Tessellated model (made of meshes) into optimized meshes, ready to be exported to a game engine or any staging tool (through FBX export for example).
About available options
Typically with a Tessellated model (mesh):
If the UV layouts are already good on both channels (already UV-ed in STUDIO, or inherited from another software for example), uncheck both options to preserve them
If there is no UV at all on the meshes, UVs will be automatically created on both Channels 0 & 1, by projection (algo GenerateUVonAABB, size=100)
Check OVERRIDE EXISTING UVs option to replace potentially existing UVs on both Channels 0 & 1 by new ones, created by projection (algo GenerateUVonAABB, size=100)
Check REPACK UVs option to repack altogether the UVs on Channel 1 of the whole scene (on the selection of all meshes in the scene)
Typically with a CAD model:
Whatever the chosen parameters, UVs for Channel 0 will be automatically created, by projection (algo GenerateUVonAABB, size=100),
and UVs for the Channel 1 will be automatically created at tessellation phase (based on CAD faces)
Checking OVERRIDE EXISTING UVs option is irrelevent: it will not impact UVs
Check REPACK UVs option will repack altogether the UVs on Channel 1 of the whole scene
To go further
Refer to the Output window to check all the algorithms applied step-by-step during scenario execution.
Build and execute your own script by checking the equivalent Python script available in the "Sample Script Directory" (accessible from the Help menu).