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0 votes
1 answer
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 ...
Сергей's user avatar
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 ...
Aleks K.'s user avatar
  • 179
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 ...
John Porter's user avatar
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 ...
Accumulator's user avatar
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 ...
Patryk Lipski's user avatar
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" ...
spearmunkie's user avatar
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 ...
WorldSEnder's user avatar
  • 1,626