Timeline for Multiple meshes per object
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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Jan 8, 2014 at 8:26 | history | tweeted | twitter.com/#!/StackBlender/status/420833879071932416 | ||
Jan 7, 2014 at 19:54 | vote | accept | MrPurpleStreak | ||
Jan 7, 2014 at 19:54 | vote | accept | MrPurpleStreak | ||
Jan 7, 2014 at 19:54 | |||||
Jan 7, 2014 at 19:54 | vote | accept | MrPurpleStreak | ||
Jan 7, 2014 at 19:54 | |||||
Jan 7, 2014 at 19:54 | comment | added | MrPurpleStreak | Ultimately I want to export them back to fbx so I can load them in XNA/MonoGame or Unity or similar. Basically out of the custom format they are in now. | |
Jan 7, 2014 at 6:29 | answer | added | linuxhackerman | timeline score: 2 | |
Jan 6, 2014 at 19:20 | answer | added | Matt | timeline score: 1 | |
Jan 6, 2014 at 18:12 | answer | added | ccxvii | timeline score: 2 | |
Jan 6, 2014 at 10:46 | comment | added | CodeManX | An object in Blender can only have one mesh associated, which can have multiple UV maps (up to 8 afaik, but only one is active). A single mesh can consist of multiple sets of linked geometry however. Edit-mode > Mesh > Vertices > Separate > By loose parts would split each set out into a separate mesh / object. Since UV coordinates and textures are separately stored in Blender, you can have differently textured parts in a single mesh - thus, combining UVs on import might be an option for you. | |
Jan 5, 2014 at 22:34 | review | First posts | |||
Jan 5, 2014 at 23:18 | |||||
Jan 5, 2014 at 22:16 | history | asked | MrPurpleStreak | CC BY-SA 3.0 |