Hello I’m Ryxku, I would like to suggest a setting findable in the MeshPart/SpecialMesh property which let users fix a mesh uv without reimporting their 3D models to Roblox!
It would be really useful to fix the UV generated by the auto rigger if things happen like this :
As someone who’s gotten into 3D modelling a couple of months ago, i definetly think adding such a feature would be a great addition and that it’d be really appreciated by 3D modellers and game artists.
Hopefully someone at roblox sees this and considers it!
You should be able to achieve something like this with EditableMeshes/Images:
You would use SetFaceUVs or SetUV from the EditableMesh API with data from ReadPixelsBuffer from an EditableImage.
It would definitely be nicer if there was a clean user-friendly way to do this, but it’s more likely that someone makes a plugin for something like this than Roblox release official support IMO.
Roblox’s in-house .mesh format has the UVs baked directly in, so changing the UV map would require an entire recompute (which means you might as well reupload the entire mesh, anyway).
The auto rig edits the mesh and the UV I made, that’s the point of my post.
I want to be able to re-edit it after, if not it’s lost. Because I can’t bring back a fbx auto rigged from Roblox to Blender.
It shouldn’t change the UV map if you explicitly exported with it. If it does, that’s a bug.
I’m confused by what you mean by ‘re-edit it after’. Do you mean after the mesh has been uploaded to the auto-rig prompt but hasn’t been published, or once the MeshPart is actually in studio?
I think you never tried the Roblox Auto Rigger. When you use the Auto Rigger, Roblox cuts the mesh into several parts and sometimes “decimate” the character and you’ll notice some missing faces due to the optimization. The UV is impacted too.
Yes, I have used the auto-rigger extensively before. It’s the default now, I believe.
Your problem is specifically that automatically decimated meshes are losing their UV data. In that case, there really isn’t anything you could possibly do to return them since you’re actively losing vertices. Even in Blender, using a decimation modifier will break the UVs because you just can’t map a high-vertex mesh to a lower one.
Blender might do a better job at ‘guessing’ how the UV map should look after decimation, but most cases will require manual work to repair them. You should be focusing on getting your mesh down to the vertex limit before uploading if you don’t want your UVs to break.
I did everything I can do to reach the vertex limit but the thing is Roblox likes to put pieces of arms, legs into the torso. I wished I could fix the UV through my idea so I could export the mesh from the auto rigger to blender to edit the uv to fix the current one from Roblox Studio.
Changing the mesh id won’t solve the problem since it has skinning informations and more.