Timeline for How do I get Blender to export a single mesh instead of multiple meshes?
Current License: CC BY-SA 4.0
20 events
when toggle format | what | by | license | comment | |
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Feb 16 at 12:16 | comment | converted from answer | clk div | Just to mention: Your target 3D-Software might support "combine" when importing. Unreal Engine at least does, when importing FBX. | |
Aug 19, 2023 at 0:10 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Apr 16, 2023 at 15:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Dec 16, 2022 at 3:10 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Aug 16, 2022 at 19:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
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Dec 15, 2021 at 2:06 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Aug 15, 2021 at 17:00 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Apr 10, 2021 at 1:05 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Feb 14, 2021 at 18:51 | comment | added | FFeller | Nevermind, this were just a few comment. | |
Feb 14, 2021 at 14:53 | comment | added | Jack Harris | @FFeller, how do I give you credit for answering this topic? | |
Feb 14, 2021 at 14:50 | comment | added | Jack Harris | That did the trick. I deleted the materials, and it showed up as a single mesh thereafter. I was able to re-apply the textures properly in my other software, so this was a big success. Thanks! | |
Feb 14, 2021 at 5:45 | comment | added | Jack Harris | I see. I hadn't considered that the materials were the culprit. I'll have to research on how to take the existing material maps and redo them to fit a figure with one mesh. | |
Feb 13, 2021 at 18:45 | comment | added | FFeller | This file contains only one mesh (I tried it in Unreal Engine too), but there are 4 material slots on it. So you have to assign 4 materials to it in any software (probalby thats why you see separated parts). You can remove the unnecessary slots in Blender, but it will cause overlapping UVs, so you have to repack the UVMap if you want to use it with only one material. | |
Feb 13, 2021 at 18:34 | comment | added | Jack Harris | Done! Here's the link: blend-exchange.giantcowfilms.com/b/gGW1lvMx | |
Feb 13, 2021 at 16:33 | comment | added | FFeller | Please share your file here: blend-exchange.giantcowfilms.com | |
Feb 12, 2021 at 19:24 | comment | added | Jack Harris | I had already joined the meshes and armatures in Blender using CTRL+J. They look correct in my Blender workspace, and they behave correctly in Posing mode, but when I export it, it exports it as four separate meshes in one FBX file. | |
Feb 12, 2021 at 19:03 | answer | added | Lukas Kawalec | timeline score: 2 | |
Feb 12, 2021 at 18:50 | comment | added | FFeller | You have to join the meshes in Blender before exporting (CTRL+J). If you need the originial separated parts duplicate them before joining. | |
Feb 12, 2021 at 18:20 | history | asked | Jack Harris | CC BY-SA 4.0 |