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Timeline for Multiple meshes per object

Current License: CC BY-SA 3.0

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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