Yup, definitely one material per object, or one texture per object. I'll try to state that more emphatically in the tutorial.
Which brings up a big challenge: Lots of objects from the Blender world have multi-materials and/or multi-textures. They need to be separated into different objects, based on material. Somebody mentioned here they made a script to do that? Or someway already available in Blender to separate the selected part of a mesh as a new mesh?? I've tried doing it the hard way (make copies of each multi-material object, then delete out all but one vertex group in each copy) but it's so tedious. Not meaning to turn this into a Blender discussion on the OSG list, but it is relevant as osgexport/OSG wants its meshes this way. Thanks, Ben > -----Original Message----- > From: Roger James > Sent: Thursday, August 24, 2006 12:41 AM > > Ben, > > Excellent tutorial. My only suggestion is that you mention > somewhere that osgexport will apply the first UV face select > texture it finds in a object to all the faces of the of the > object. So it only makes sense to split your model so that > all textured objects have the same texture applied to all faces. > > Hmmm, I could probably explain that better if I had time, but > I think you know what I am referring to :-) > > Roger > > > -----Original Message----- > > From: Ben Discoe > > Sent: 24 August 2006 10:36 > > > > http://vterrain.org/Doc/Blender/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
