   Editor Asset Browser
  Hi,I've been working on my level editor for a long time now. To make it more user friendly, I want to replace the Windows Open File browser, which just shows filenames  with no indication of what the model looks like,with a  dialog box showing  "rendered Thumbnails" of all the assets that are available.This is where I get problems.How do tool like UDK ensure that the model rendered in the Content browser is in the right orientation when rendered to make the thumbnail images?OR Are these images supplied with the models when imported into UDK or other editors? i.e attached as meta data?OR Do the models have to conform with with a certain Default orientation when exported from the modelling package to ensure that they would show up in the content browser correctly?How would one implement a system to render imported models so that the images make sense and users can tell what the model looks like clearly?
  Bump.I'd really appreciate any davice.Thanks   ;OR Do the models have to conform with with a certain Default orientation when exported from the modelling package to ensure that they would show up in the content browser correctly?This is how I would approach it; it's simple, effective, and does not require the addition of otherwise unneeded data to your files.[size="1"]Note however that I'm not a modeller and don't know their normal work-flow.   ;  I would say that they just calculate the position of the camera so that the mesh fits in nicely. Probably they are also watching out that most of the normals are pointing into the direction of the camera.I have worked with the UnrealEngine3 for a long time before and I never had to export a "default camera position" with my meshes.   ;  Thanks for your replies.I would say that they just calculate the position of the camera so that the mesh fits in nicely. Probably they are also watching out that most of the normals are pointing into the direction of the camera.I have worked with the UnrealEngine3 for a long time before and I never had to export a "default camera position" with my meshes.Fitting the model in the camera's view is not a problem. Am already doing that.The problem is, how to make sure the user is seeing the Front or a sensible profile of the model.For instance, a sphere would have equally distributed normals around the model. How would one determine the most normals facing in the camera's direct?   ;  I'd choose one of two options.Option 1: Just choose a default orientation. Assume Z is forward, Y is up.  Then just pick an isometric view camera and always use that.Option 2: If the incoming model format supports cameras (ie, a maya scene file), then grab the active camera from the scene.  This will likely end up making a bunch of garbage shots, but it also might get you better results.  You could also look at the camera and frustum clip its view against the model. Then you could discard it if it isn't looking at enough of the verts from the model, and resort to option 1.   ;  Why not just check in which direction most of the normals are pointing? You could just average them all any you would have your direction.   