I am programming a Python script, which takes a mesh from a external tool and adds it to the blender scene.
I transmit a texture and the mesh, and it actually works. But I have trouble with the UV coordinates.
The external tool handles the uv-coordinates per halfedge. This results in multiple uv coordinates for a vertex but all referencing the same texture. This is used for hard seams in the texture.
Now I need to reproduce this using Blender. How do I achieve this?
Using the bmesh module I can iterate over the loops of the mesh, but I don't know how to utilize this for my purpose.
Is there a halfedge support in Blender? Or can I set multiple UV-coords per vertex for one texture on a mesh?
Thank you for your help!
Greetings, Dragonseel