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Part will come up invisible, but work normally


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On 7/9/2022 at 5:14 AM, CarelessDoughnut said:

I can select and place them as normal, with nodes working as they should. Looking at the .mu shows that the exporter plugin is not exporting the mesh, just the collider and transform.

Assuming you are asking why. Your pic above is showing that you only have colliders, no mesh. Colliders are what are respond to when you hover over them in the SPH/Vab, not the mesh, but colliders are also invisible in the game. No mesh that have a material set up means nothing to see. I am guessing you saved a mesh you created as a .mu without giving it a materials setup first and so the mesh part was not included in the export.

More detail if you read down the page in the second post on my thread.

 

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On 7/11/2022 at 3:27 PM, ColdJ said:

Colliders are what are respond to when you hover over them in the SPH/Vab, not the mesh, but colliders are also invisible in the game

@ColdJ I should have specified, the picture on the right is the resulting .mu imported back into blender. This is the pre-export hierarchy:

r1s4u76db0b91.png

Edited by CarelessDoughnut
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On 7/12/2022 at 7:31 AM, CarelessDoughnut said:

I should have specified, the picture on the right is the resulting .mu imported back into blender. This is the pre-export hierarchy:

Can't see if you had a material set up on the meshes before you exported.

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20 hours ago, CarelessDoughnut said:

@ColdJ Yes. All textured , every mesh uses a single material, placeholder is in the folder and the texture path is stated in MODEL{}

80pgv2utweb91.png

Well don't know what happened then, sorry. Don't worry about the config as it wasn't the problem in this case, it was whatever erased your meshes in the .mu Oh, and if you are not using Part Variant then as long as your textures are in the same folder as your config and .mu , you don't need to specify them in the MODEL {  }.

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