Let Parts with Mesh Objects use Materials

As a developer, it is currently impossible to apply materials to meshes that aren’t MeshParts.

I know there was another topic posted here, but it’s over a year old and didn’t get a good response.

So, why can’t meshes use materials? What’s the rendering difference between MeshParts and Meshes?

Since both the character’s head and it’s accessories are both regular meshes, we can’t currently change the material on those, which is a pain. I’m working on a project where that might be useful, although I realize that’s probably a niche use-case.

Unfortunately, we can’t change hats to MeshParts because we can’t change the mesh of a MeshPart during runtime (which is another issue in itself), and the head uses the scale property in it’s SpecialMesh so we can’t replace it with a MeshPart without the positioning being off.

Sorry if this was a bit confusing, hopefully it made enough sense.

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MeshParts can’t have negative size, unlike actual meshes.
You have to actually make a new meshpart (that is an inverted copy) for a desired effect.

I support your idea.

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That makes sense, but they could probably just have materials only apply on parts with a positive size.

Anything negative would just be the default material, though I don’t know if that’s practical or not.

We neeeeeeeeeeeeeeeeeeeeeeed this! I don’t know why this feature has been overlooked over the years. We know it’s possible as there was a glitch that allowed meshes to be displayed with materials.

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