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Something going wrong blender > Unity


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ok so i m pretty new to modelling and things but this one is weird.

I m trying to make a command pod a bit in the style of an old F8 Crusader (with an air intake under the cockpit basically). So i can do something that is visually ok in blender (till not up on the texture side but that s for later)

When i import the model in Unity it looks fine, however after i run it through ksp_parts tools it misses the canopy.....

<iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/ctZe2/embed"></iframe>

ps: allright my album wont show up , anyone can point me to a tutorial to embed thoes imgur album in ksp forum?

Edited by Quellcrist
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Maybe the canopy isn't part of the pod as far as Unity is concerned (assuming it's a separate model within the same .blend)

In the Unity hierarchy you'll need to assign it it's own mesh/rendering properties

You can enclose the album code with IMGUR tags to embed it too

SBINmEI.png

[Edit; Example picture] All the different parts of one .blend up on the left, with transparent part (selected)

[Edit2] Depending on the selected shader and alpha channel on the texture (if applicable), the part could be perfectly transparent (i.e. invisible)

Edited by NoMrBond
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mmm i see so i can import a .blend with unjoined parts then .... sorry if i sounds stupid but i just started about 48 hours ago.

update: haha thanks a lot i just imported an earlier unjoined version and indeed it worked.

I3Gtqltl.png

Edited by Quellcrist
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This is what it looks like inside blender

D4REJlk.png

When I import it to Unity (by dropping the model asset into the empty GameObject) I get the arrangement in the first picture

I haven't made the colliders/details/windows children of the parent/main model for this, but that is a purely personal decision, you'll get the same hierarchy you use in your .blend when you import to Unity

Edited by NoMrBond
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They no longer have to be, (I prefer not) but you can set them up however you like

Just having them together (name wise or by child association) makes it easy to group select and delete their Mesh Renderer components + add the physics collider

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well i do suppose i m gonna learn all these little things as i go along. Thanks for your help MrBond (NO :) )

Even managed to get the AirIntake Working ....

Now i just need to learn how to texture stuffs ... :)

Edited by Quellcrist
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