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4

As of Blender 2.93 you have to use annotations. Support is dropped for 'non-annotation' properties. From https://wiki.blender.org/wiki/Reference/Release_Notes/2.93/Python_API: Remove support for non-annotation properties in classes as this was only enabled while porting scripts to 2.8x API (afa5da9ce0) Means in practice, just replace the assignment ...


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Filenames are limited to 8 letters plus suffix, means the maximum characters is 12. 3ds only supports filenames in DOS 8.3 format


2

You can export a dummy object from Blender that contains all of your materials as "materials.fbx". In unity use the materials from "materials.fbx" and the model from the blender file. It's not ideal, however it's one better than create dummy objects hidden inside of the geometry. It would be great if there was a proper way to do this. I ...


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It is absolutely possible to do this and I just covered the method in my upcoming book on OSL, in order to address volumetrics (given the pending support of OpenVDB or Field3D for them). It isn't exactly a menu option so much as a technique, but I suppose it could be worked into a plugin at some point. What you'll want to do is set your scanning camera to ...


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To avoid unexpected behaviours, it's better to duplicate the object (Shift D) and apply the array modifier. Then in edit mode there are several ways of fast selecting, some of them: B to box select, C to paint select, L to select all the area where the mouse is hovering, Ctrl L to select all the geometry linked to the selected area, H to hide every unwanted ...


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So if I know what you mean, this should work. So I just quickly modeled this headphone stand (Sorry for it being terrible lol I spent like 5 seconds on it): And in edit mode, you will need to press "P" and this menu will pop up: There are 3 different options: Option 1 (Separate from "Selection"): This means that if I select a part of ...


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I don't have much experience with this, so I am going to give you an answer that is a basic starting point. If you haven't already you should download an add on from Epic Games called "Pipeline: Send to Unreal". In this add on there are some options about "exporting collections" and "combining child meshes", as well as various ...


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This is likely because the texture is not set as a material for the object, but is still showing up in Texture Paint mode because it is in the tool’s active slot. Was the NIFtools addon originally designed for 2.79? Anyway, you need to actually set up the texture as a material in Object or Edit mode. More on the subject can be found here: Blender Manual: ...


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