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I have recently taken an interest in making part mods for KSP, and I have made a couple of duplicate stock files with slightly different code. Only today have I downloaded the mu. blender importer to start making custom models. For some reason however, when I change the model in blender and export it in .mu back into my file, it shows up as invisible in-game. Is there an extra step? I am unsure about this, and is would be hugely appreciated if someone could help. Thanks.

PS: Sorry If I put this in the wrong sub forum, I wasn't sure where to put it.

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Hi, although there is an importer part of the mu exporter, it's not the way to put models in game,  the correct, and only IMO,  way is via unity , which ensures that everything is as it should be, such as the correct ksp shaders and materials that make it show up in game.  SO get yourself a copy of unity and partTools and become a proper modder :)

And for future ref,  in the Addon development section there is a sub forum for questions such as this 'modelling and texturing discussion' , and is the likely place you'd get an answer from someone who knows

Good luck

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1 minute ago, SpannerMonkey(smce) said:

Hi, although there is an importer part of the mu exporter, it's not the way to put models in game,  the correct, and only IMO,  way is via unity , which ensures that everything is as it should be, such as the correct ksp shaders and materials that make it show up in game.  SO get yourself a copy of unity and partTools and become a proper modder :)

And for future ref,  in the Addon development section there is a sub forum for questions such as this 'modelling and texturing discussion' , and is the likely place you'd get an answer from someone who knows

Good luck

You, sir, are a life saver!

Off to the Addon development section!

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