now make blender inside of roblox /s
Thats actually something I’m considering
But I have no experience with Blender or any other modeling software / I have no idea what tools to even make so I am unqualified for the task
Maybe one day haha
For some reason, this plugin doesn’t work at all anymore. Someone else made a plugin for editing meshes who took theirs offline because an update to Roblox broke it. Has the same happened here? Im desperate to use this.
Hey
Can you elaborate on which part of the plugin doesn’t work? I just tested every feature and everything seems to function properly
A video and maybe a repro place would be appreciated ![]()
Sorry for the very delayed response, didn’t have access to my computer ![]()
This is correct, Roblox released a new version for physics and collision data
this version is VERY different than the previous ones so me and my friends are taking a moment to properly figure it out and ensure we can consistently read and write to the same format, the same way Roblox does it to not cause any issues.
We are doing good progress and will publish an update on the plugin and post as soon as it’s ready
might’ve been me lol, roblox gave me two moderation actions for the plugin that was broken for a year.
Mesh Lab Update
sorry for the long wait, solving the new physics data version was more challenging than expected
-
Mesh Lab was updated to support the latest physics data version! (Full credit to @clv2)
-
Added new tool : View Mesh UVs
(might turn into a tool to edit them eventually)
Since this is a pretty small update log, I’ll use the rest of this post to provide some information about the new physics data format since it could interest or help some people 
CSGPHS8
This format is nothing like the previous ones and the main change in this version is compression.
→ All of the collision data beyond the version and fidelity property is now compressed with ZSTD (aside from RBXM’s existing compression for chunks)
→ The collision geometry / convex hulls are now compressed using Edgebreaker
After ZSTD decompression, the data can be read like this ( my ImHex setup
):
struct Box {
Vector3 Min;
Vector3 Max;
};
struct CSGPHS8 {
u32 HullCount;
u32 TotalVerts;
u32 TotalFaces;
u32 FirstHullVertCount;
u32 FirstHullFaceCount;
u32 RawGeometrySize;
u32 CLERSbitCount;
u32 CLERSbufferSize;
u32 VerticesSize;
Box BoundingBox;
u8 RawGeometry[RawGeometrySize];
u8 CLERSbuffer[CLERSbufferSize];
Vector3 Vertices[TotalVerts];
};
I suggest learning about Edgebreaker to have an easier time understanding what any of this is.
We do not know for sure yet, but this paper seems to be the closest thing to what Roblox is using :
https://www.cs.cmu.edu/~alla/edgebreaker_simple.pdf
The " FirstHull* " values do not affect the physics but will cause the parser to error if they are not correct. They are most likely only for validation
the “RawGeometry” is empty in most of the meshes we tested with and seems to almost always be 2 triangle planes that fill holes, which I assume could just be meshes that are incompatible with Edgebreaker compression
Hello, thank you for maintaining and updating this plugin ![]()
I have a feature request: Is it possible to make it so that saving collision geometry works with unions? They probably the same collision data as meshes, right?
Here is a possible use case:

I’m making unions in order to create holes, that were originally covered up by roblox’s automatic collision model, even with precise convex decomposition. A workaround is to just use the original mesh for visuals only and place the unions separately, but union support would still be a nice thing to have. Or, just wait for mesh CSG to come out ig
Hey, glad to see you appreciate the plugin!
Unfortunately, the physics require the geometry to be convex to calculate collision
To make your case work it would require you to use multiple parts / convex shapes to create the circle hole
Then use other parts to fill the rest of the shape
This is a lot of manual work, but this is the only way to deal with holes like that
I’ve been wondering, is it possible to make every polygon in a mesh its own collision hull? This could be useful if possible.
Yup, it’s been done and proven working by some users of the plugin
guarantees perfect collision but not the best idea when it comes to performance
As of now to do that you have to export the setup yourself from an external software but we might add a tool to do it automatically using editable mesh
If anyone on this thread knows, is there an engine limit for the max amount of hulls on a basepart? Like of course you’ll run into perf issues past a given point but is there a limit to hulls similar to the 20k triangle limit for trianglemeshparts?
okay i got something how i wanted it (remembered you can just alt click) but whenever i try to save, it says saved, and then i view the collisions and its just a huge box like default and i cant undo it. I dont know if im doing something wrong or if its just broken now
oh yeah also i forgot, it DOES say in output that it saved.
“[MESH LAB] Successfully processed collision data!”
I think it broke because of some update…oooorr roblox decided to “patch” whatever Mesh Lab used to modify the collision.
Ill take a look later, Roblox did announce some big changes to the collision property so its likely the way the data is stored has also changed
I don’t think Mesh Lab will be of much use after wtv they announced gets released but maybe ill fix if its still not good enough
Nah, bro, MeshLab is peak. I love this plugin, and it is definitely better than anything Roblox came up with because the ability to manually edit collisions is insanely useful for special effects or optimization





