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blender - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Project (https://www.vdrift.net/Forum/forumdisplay.php?fid=4) +--- Forum: Development (https://www.vdrift.net/Forum/forumdisplay.php?fid=9) +--- Thread: blender (/showthread.php?tid=1689) |
blender - berzingue - 02-09-2013 hi, I want to select all meshes of a track in Blender, and assign it as collidable. (here is around 550 meshes) What's the way, step by step, to do it ?? RE: blender - NaN - 02-09-2013 Yeah, they kinda messed up the group handling in 2.6. 1. Export your scene to jpk. 2. Import the scene jpk. You will get the empty groups (have this 0 object in them) in the outliner group view (like for the collidable and clampv group in the pic): ![]() 3. Select one object you want to be collidable. Switch to object editor (box icon) of this object. And click "Add to Group". Select collidable from the dropdown list. ![]() 4. Select the other objects you want to be collidable too (shift+select or b), the first object has to be in the same selection. Then press shift+ctrl+g. Select collidable from the dropdown list. ![]() I know it is feels cumberstone, haven't found a simpler way yet. RE: blender - berzingue - 02-09-2013 It would be faster and easier if textures named "road_xx", "grass_xx", "sand_xx", "conc_xx" give automatic collidable meshes with own collision-propreties ! btw, Thanks for the help, NaN ![]() RE: blender - NaN - 02-09-2013 Yeah, it is often the question to what level simplicity should be preferred over flexibility. When you go with the specific texture names, you wont be able to reuse the same texture for collidable and non collidable objects (won't be able to disable collisions). I like the groups idea, as it is very flexible. And it worked very well in Blender 2.4x. It just got a bit less intuitive in 2.6x, with this weird restriction that you have to select an object to add other objects to an existing group. |