All Questions
7
questions
0
votes
1
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39
views
Is there any limitations in fbx for UV's count?
I'm trying to find out, is there any limitations for UV's export from Blender? My situation: I have skeletal mesh in Blender with 6 UVs, which I'm trying to export into Unreal Engine 5.3. I've tried ...
0
votes
2
answers
2k
views
Exporting UV Layout with only outlines
newbie here.
I have a very specific question. I’ve done a ton of research and didn’t find anything useful. So, as the Title suggests, I’m trying to export UV layout without all the edges inside of the ...
1
vote
1
answer
227
views
Reconstructing vertices and uv separate from polygons
I am trying to export the vertices, triangles, vertex normals, and UVs with blender's Python (bpy). I need code that actually works.
My program is supposed to run like this:
Loop through and create a ...
1
vote
1
answer
1k
views
How to export UVs per-vertex in script (as OBJ format does)?
OpenGL (the model's final destination) only accepts per-vertex UVs, so it is a must to use per-vertex and not "per face-vertex" UVs. The question isn't about OGL, that's just my reasoning. The OBJ ...
0
votes
1
answer
815
views
Exporting vertex UV coordinates
For two days I've been puzzled when trying to properly export UVs for vertices. Unfortunately when I load model in game engine, mapping isn't correct.
I found few threads about this process and ...
2
votes
1
answer
317
views
Exporting UV coordinates by face elements
I'm trying to write my own export script, and I'm not sure how to reference the uv coordinates as an element array, similar to how .obj format works (ie. you have a list of all uv coordinates "vt s t" ...
3
votes
2
answers
7k
views
How can I triangulate a mesh without changing the object?
I have to triangulate the object's mesh because the format I export to only understands triangles. Now I not only want to export geometry but also the uv-mappings for the mesh. Let's call the ...