Help Negating ".obj" Parts (Blender)

Hi! I need help regarding negating parts with the “Boolean Modifier” in Blender…

For some reason I can’t negate .obj files that are imported from Roblox using the boolean modifier (but I can with in-blender objects e.g cylinder, cube, plane, etc.)

EDIT: After I tried what Exarpo’s post said…
the mesh imported from roblox disappears now right after I select what object I want it to negate to (I haven’t even applied the boolean modifier yet) also it doesn’t disappear from the “Scene Collection” tab. It’s just there. But invisible.

VIDEO:

Is there any other way I could negate .obj parts or any way to fix why it isn’t doing its thing?

Anything that would help me would be greatly appreciated :slight_smile:

Can we see a picture of what you mean? Meshes exported from Roblox wouldn’t be any different than any other mesh, so we’ll need more info to troubleshoot your problem :slight_smile:

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Try selecting the object imported from roblox, go to edit mode, select all and use Merge By Distance, this will merge all duplicate vertices and make the mesh a lot more suitable for things such as boolean.
Edit: This is because obj objects exported from roblox work in a strange way often creating duplicate vertices.

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I appreciate the reply on this post… I did everything you said, but one slight problem…

the mesh imported from roblox disappears right after I select what object I want it to negate to (I haven’t even applied the boolean modifier yet) also it doesn’t disappear from the “Scene Collection” tab. It’s just there. But invisible.
BUT
if I go into edit mode, the mesh reappears. I go back into object mode, it disappears.
And whenever I click apply to apply the boolean modifier, the mesh disappears. Even during edit mode, I couldn’t see it anywhere. (but it’s still in the scene collection tab)

Is there any way to fix this problem?

Edited the post! I’ve uploaded a video of what I meant :slight_smile:
thank you

Can you record how it looks when you choose the boolean mode “Intersect” instead of Difference?

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Tried it as well… Too bad it just does the same thing :frowning:
I really appreciate your help though! Any more possible solutions I could try…?

Maybe try recalculating normals? No idea if that will fix this but you could try…
(Ctrl + N in edit mode and then “Recalculate Outside”)

Roblox meshes are weird. Parts of them won’t be connected to one another, normals will be messed up, etc. your best bet is to merge vertices by distance then recalculate normals. Also check the normals manually by enabling surface orientation and fix any of those if there are any issues. After that you should be good.