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I’m extremely new to making meshes and I followed an online tutorial to make a mesh inside of blender. Now, I’m confused as of how to insert it into Roblox Studio. Thanks, UnOfficial_101
Thank you!
UnOfficial_101:
You know you dont have to include that in your post. Inserting meshes is really simple. All you need to do is left click and add a mesh part into your map. From there you go press the file icon next to mesh id. After that pick the mesh you want to insert from your files and it will spawn in. It’s most likely going to be oversized so you might need to scale it. Hope this helps! If you need any more help I’ll be able to explain farther.
Make sure to export the file out of blender into something like a wavefront (OBJ), then go into studio, right click and under insert press Meshpart Then press the folder icon in MeshID and select your file (OBJ) Hope this helped! 2 Likes
Thanks for helping! 2 Likes
Yes I do know that I dont have to have the questions there. However I feel that its good for formatting a post. 1 Like
This article summarizes how to upload meshes to Roblox from models created in Autodesk Maya, Blender, etc. Uploading MeshesThe easiest way to upload meshes is through the Import button of the Asset Manager window (View tab → Asset Manager). Upon completion, this will create one or more mesh assets in the Meshes folder:
By default, a file consisting of multiple meshes will import into Studio as separate meshes. If this is not your desired outcome, check Import file as single mesh when importing the file.
To insert a mesh into your game, right-click it and select Insert. Alternatively, if the mesh contains location data, you may preserve it upon insertion by selecting Insert With Location.
Insert without location data Insert with location data This will insert a MeshPart instance with your mesh applied: Applying TexturesA mesh file can define a path to a texture for a mesh. If this is set and the path is valid, the texture will automatically be applied when the mesh is inserted. If the texture is not inserted automatically, one can be applied to a MeshPart by setting its MeshPart/TextureID|TextureID, either in Studio or at runtime through a script. To apply a mesh texture in Studio:
In the context popup window, the texture can be applied in various ways:
Collision GeometryLike UnionOperation|UnionOperations, MeshPart|MeshParts have a CollisionFidelity property. This setting determines how closely the visual representation of the object matches the physical bounds of the object. See MeshPart/CollisionFidelity|CollisionFidelity for more information. Level of DetailBy default, meshes will always be shown in precise fidelity, no matter how far they are from the game camera. This improves their appearance when viewed from any distance, but if a place has a large number of detailed meshes, it may reduce overall game articles/Improving Performance|performance. To dynamically control a mesh part’s level of detail, change its enum/RenderFidelity|RenderFidelity property to Automatic. This will cause the mesh to be rendered at a different level of detail depending on its distance from the camera:
Highest (12348 triangles) Medium (5587 triangles)
TroubleshootingWith mesh importation, certain issues can occur. Most of these are caused by a misunderstanding of what Roblox allows on importation. The following are some common issues and an overview on how to fix them.
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Solid modeling lets you create complex models from simple blocks, spheres, wedges, and cylinders. Unioned models can significantly reduce overall part count in a game and improve performance.
Modeling OperationsUnionThe main operation for solid modeling is Union. To use it, select the parts you want to combine and click the Union button in the Model tab. This will create a new part called Union. You should only use Union on basic parts (block, sphere, wedge, or cylinder). Also, these parts should not have any children such as scripts, surface GUIs, etc. If a part with children is unioned, the children will be hidden from the DataModel. Solid modeling allows for more than just joining two parts together — parts can also be removed from other parts using the Negate button. To use it, select a part and click the Negate button in the Model tab. This will convert the part to a “negative part” (it will turn red and translucent to indicate this). If this negative part is unioned with a normal part using the Union tool, the section of the parts which overlap will be cut out. Note that you can undo part negation by selecting the negated part and clicking Negate again. To revert (undo) the result of a unioned model, select it and click Separate. This breaks the union apart so you can resize and rework the model.
By default, solid modeled parts will always be shown in precise fidelity, no matter how far they are from the game camera. This improves their appearance when viewed from any distance, but if a place has a large number of detailed solid modeled parts, it may reduce overall articles/Improving Performance|game performance. To dynamically control a solid modeled part’s level of detail, change its enum/RenderFidelity|RenderFidelity property to Automatic. This will cause the part to be rendered at a different level of detail depending on its distance from the camera:
SmoothingThe PartOperation/SmoothingAngle|SmoothingAngle property represents an angle in degrees for a threshold value between face normals on a solid modeled part. If the normal difference is less than the value, normals will be adjusted to smooth the difference. Usually a value between 30 and 70 degrees will produce a good result. 0 degrees leads to sharp edges. Values between 90 and 180 degrees are allowed but not encouraged, as it may cause a “shadowing” effect on unions with sharp edges.
SmoothingAngle : 0 SmoothingAngle : 50 Note that smoothing will not affect the normals between different materials or different colors. |