BS-JD-216 - Editable imported-material extraction and per-slot import policy #63

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opened 2026-07-13 16:51:58 -04:00 by Rbanh · 1 comment
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Summary

Convert supported glTF/FBX source materials into ordinary editable project Material assets and expose explicit per-slot source/mapping/extraction policy.

Scope

  • Preview source slots, supported PBR values/textures, shader/surface choice, render state, destination paths, naming collisions, and conversion loss.
  • Per slot choose Source Fallback, Existing Project Material/Instance, Extract Editable Material, or None.
  • Write extracted Materials (and required project texture assets) transactionally to any chosen folder under assets/.
  • Extracted files use the normal guarded Material editor for shader, parameters, textures, and render state.
  • Record source provenance but never silently overwrite an edited extracted Material on reimport; offer explicit diff/apply/create-new choices.
  • Diagnose unsupported blend/transmission/embedded/dependency cases and keep a predictable fallback.
  • Integrate filename-based PBR grouping from #17 without treating it as the same conversion path.

Acceptance criteria

  • Valid glTF and supported FBX source materials can become editable project Materials with correct supported values and textures.
  • Extracted Materials may live beside the model or in any chosen project folder and remain editable in Content Browser/Material Library.
  • Static and skinned model slots can use extracted or existing project Materials.
  • Unsupported/partial conversion is labeled accurately and never presented as lossless.
  • Reimport cannot overwrite user edits without explicit review.
  • Cancel/failure publishes no partial files, registry records, mappings, or history.

Dependencies

Child of #59; depends on destination-first import #61, path-agnostic catalog #62, and model mappings #64. Coordinates with PBR grouping #17.

## Summary Convert supported glTF/FBX source materials into ordinary editable project Material assets and expose explicit per-slot source/mapping/extraction policy. ## Scope - Preview source slots, supported PBR values/textures, shader/surface choice, render state, destination paths, naming collisions, and conversion loss. - Per slot choose Source Fallback, Existing Project Material/Instance, Extract Editable Material, or None. - Write extracted Materials (and required project texture assets) transactionally to any chosen folder under `assets/`. - Extracted files use the normal guarded Material editor for shader, parameters, textures, and render state. - Record source provenance but never silently overwrite an edited extracted Material on reimport; offer explicit diff/apply/create-new choices. - Diagnose unsupported blend/transmission/embedded/dependency cases and keep a predictable fallback. - Integrate filename-based PBR grouping from #17 without treating it as the same conversion path. ## Acceptance criteria - [ ] Valid glTF and supported FBX source materials can become editable project Materials with correct supported values and textures. - [ ] Extracted Materials may live beside the model or in any chosen project folder and remain editable in Content Browser/Material Library. - [ ] Static and skinned model slots can use extracted or existing project Materials. - [ ] Unsupported/partial conversion is labeled accurately and never presented as lossless. - [ ] Reimport cannot overwrite user edits without explicit review. - [ ] Cancel/failure publishes no partial files, registry records, mappings, or history. ## Dependencies Child of #59; depends on destination-first import #61, path-agnostic catalog #62, and model mappings #64. Coordinates with PBR grouping #17.
Rbanh added this to the M2 - Content workspace and asset pipeline milestone 2026-07-13 16:51:58 -04:00
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Closed against M2 candidate cf6eaba

Per-source-slot extraction converts supported glTF/FBX PBR values and textures into ordinary editable project Materials with stable provenance. Re-extraction requires reviewed apply/create-new, preserves edited assets, maps selected slots transactionally, and supports exact undo/rollback.

Consolidated code, deterministic, native, and package evidence: M2 evaluation record. Candidate gates passed in full and the commit is published on codex/m2-content-workspace.

## Closed against M2 candidate `cf6eaba` Per-source-slot extraction converts supported glTF/FBX PBR values and textures into ordinary editable project Materials with stable provenance. Re-extraction requires reviewed apply/create-new, preserves edited assets, maps selected slots transactionally, and supports exact undo/rollback. Consolidated code, deterministic, native, and package evidence: [M2 evaluation record](https://git.spacetrainclubhouse.com/Falling-Metal-Interactive/Blacksite/src/commit/cf6eaba53473d2825d0109f5a18f44794af5bd48/docs/editor/evaluations/content-workspace-m2/README.md). Candidate gates passed in full and the commit is published on `codex/m2-content-workspace`.
Rbanh closed this issue 2026-07-17 23:47:15 -04:00
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Reference: Falling-Metal-Interactive/Blacksite#63
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