The importer for SVG is quite basic (I feel like I keep writing this over and over)
Whatever you can do to simplify the file, will help you when import it to blender.
Effects on SVGs, and nested objects in groups (or in groups within a group within a group) don't translate well.
Un-group all of the objects in the SGV file and import.
Note that the object's ...
The following is an example script that worked for me. I first (manually) created a collection named "cameras" and moved all the Empties into that collection. I skip any existing cameras in case I run the script more than once.
for obj in bpy.data.objects:
hasACamera = False
if ( ("Camera" in obj.name) and ("...
Since your plane is in $XY$ in blender, it's actually in $XZ$ in unity if you exported by default values, so you can't see it by its side.
Try change to 3d view and see if this is the issue
Also, it could be mesh normals which determines front faces. Blender renders both faces, front and back but in unity its just front by default, but in this case I don't ...
The SVG importer is very basic, it will not deal with any effects used on vector drawing programs, you can only import the path and color, no alpha.
But even if you manage to import the alpha channel, the different paths would end up overlapping on the same plane, creating Z-fighting problems.
An alternative solution would be to rasterize the paths as ...
I found a workaround:
Open the ply model im MeshLab.
Go to Filters->Textures->Convert PerVertex UV into PerWedges UV
(it may say it is missing the texture. If it does, copy the texture file into the
MeshLab program directory. May be a bug or I am too stupid :P )
Then go to Filters->Texture->Transfer: Texture to Vertex Color....
The standard ...
OK, so this code works with the test data on my rig:
directory_im = 'C:\\LowPoly2\\'
files = glob.glob(directory_im + "*.rdc")
# helper method to create a new LayerCollection
# also setting it to the active LayerCollection
# the Google Maps importer then puts the objects into that LayerCollection ...
I use max converter to OBJ using this site https://anyconv.com/max-to-obj-converter/
tried several times, for simple 3d model it should work, the conversion sometimes takes a while like 3 minutes or more
after downloaded the OBJ file, import using Blender
Bryan had the right idea but added an extra step. You can just change the extension to GLB and import the file as a GLB straight into Blender. There is also an addon that will allow you to import VRM files directly into Blender. So these two methods are the best two methods for importing VRM into Blender.
I had same look with my model when imported .dae
In my case it was textured mesh+ wireframe. So just go to edit mode, and in material properties click on your material and press select (do this with all materials).
After that you should have selected all mesh without wireframe (you can press ctrl+i to invert selection to wireframe and delete it)
Hope this ...
Depending on which mouse button you use to select things in Blender, either press W or RMB (right-click) in object mode with the object selected to open the Object Context Menu.
Then choose Geometry to Origin as shown:
This will move the object's geometry to the objects location based on the average vertex position.
To perform this type of operation more ...
You need to open the image in the UV editor, then from the side bar click on the image :
Set the source to UDIM Tiles
Click on the + button in the UDIM Tiles tap
In there you change the attribute (count) to the number of your udims
Finally back in the image tap : click the refresh button next to the image name
Try applying your transforms before you export. Select the object then at the top of the viewport click Object button->Apply->All Transforms. Then export it. This solves a lot of Blender to Unity issues and is something you should normally do with exports.
If not that it also might be an armature pose issue between editing modes (Object mode of ...
The default leaves generated in the Mtree node system are a Python scripted
particle system. Unreal reads each particle as a separate object. Therefore, we need to combine the particles and the tree trunk/roots/branches etc. into a single mesh for Unreal.
There a few steps and the (processing) time required varies depending on the complexity of your ...