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/

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