Mesh editor is a plugin that easily allows you to create and edit meshes inside of studio
Can be used to create anything you can dream including terrain, objects, ETC
How to use it
Please follow this Video Tutorial 1 on how to use mesh editor
Please follow this Video Tutorial 2 on how to import and export OBJ files
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SourceCode
You can get the sourcecode to this plugin by editing this Place
Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted.
Mesh Editor Meshes VS Real Meshes
Mesh editor uses multiple wedge parts in order to create the mesh where real meshes are a single object with vertex data
there are upsides and down sides to each type of mesh
The benefits to mesh editor meshes (native wedge parts) is:
• Its easier to calculate collisions and shadows
• Only wedges that are currently in view are drawn
• StreamingEnabled only sends wedges that are in range
• Each wedge can have a different appearance
• All parts can be drawn in a single draw call Read more here
The benefits to real meshes:
• Lower memory usage
• Less triangles
• Less parts
My recommendation is for large meshes like terrain use the mesh editor meshes for small meshes like hats use real meshes
In this image we can see the benefits of shadows of WedgeParts vs Meshes
The wedges are the standard WedgePart that you can create in studio
if you set the mesh thickness to 0 then there is also a SpecialMesh inside the WedgePart with the scale set to 0,1,1 in order to make the wedge have no thickness to it
robloxes WedgePart do not have the ability to be one-sided so you can see the wedge from both sides
Couldn’t you, instead of using wedges, use a MeshPart that’s a Wedge but 1-sided? Would be better in terms of optimization, and more like an actual mesh.
holy crap. i’ve needed something like this. I often edit meshes a million times, and end up with like fifty exports of the same thing. This will be one of my new favorite plugins.
You can turn unions into meshes by right clicking on it and click “Export Selection”. Then it will save as an .obj file that you can import again as a mesh or a mesh part.
a way to do this manually is right click the model and press select children then right click a triangle folder and press select children again now you can union the parts
but once a model has been unioned the editor will not know what unions are a mesh and what union are just normal unions also there are benefits to not unioning the mesh
but maybe in the future i can add a button that does this for you