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Is there any .blend to .mu plugin


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Is there a reason why you don't export your models like everyone else?  Just drag and drop the .blend file into your Unity project and export the models from there. Or export your models as either .fbx or .dae from Blender and drag those file into Unity and export as .mu files.

I have not used the .mu exporter for Blender, but I'm pretty sure you need to run everything through Unity regardless. It's not like you can use the KSP partTools or tweak the KSP shaders in Blender (unless there is some way I'm unaware of).

Edited by liquidhype
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2 hours ago, Benjamin Kerman said:

Ok, so you definitely need unity to make any models?

EDIT: looks like you do. I'll check that out in the next few weeks, thanks.

Yep, the blender .mu exporter is MUCH more useful for importing than exporting :wink:

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3 hours ago, Benjamin Kerman said:

One other thing: I have a model with around 30 different objects that I just spawned in in blender. Do they automatically connect to form one piece, or what do I have to do?

You can leave those objects separately. You can export them all together and unity will be fine with that.

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On 13.4.2017 at 4:28 AM, Benjamin Kerman said:

One other thing: I have a model with around 30 different objects that I just spawned in in blender. Do they automatically connect to form one piece, or what do I have to do?

As said you CAN leave them as they are, but performance wise you should merge as many objects as possible! They should only be separate if they have a different material or need to be separate due to animation or being on a different layer in unity.

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