Whenever I add a mesh to Roblox Studio, one of two things happen. 1; the mesh works as intended, or 2; the mesh’s nodes do not comply with dimensions of the mesh. I am wondering why this is happening with my Blender mesh imports.
Examples of what is happening: (Sorry about the exposure, Windows HDR doesn’t like to play nice with screenshots)
I have tried to mess around with the mesh importer, and found that toggling “Set Pivot to Scene Origin” and “Insert Using Scene Position” can sometimes fix this, as seen in the second picture below.
(This part and its identical counterparts would have the same issue but this seemed to fix that).
When I import my meshes, I typically size them down a lot by setting the unit to mm and scale some more using the nodes. Could this be affecting it? Does changing the size in the Blender export avoid this (1)? Do I need to just make it smaller in Blender itself (2)? Please let me know!
(1)
(2)
I doubt this is affecting anything, but I do use Booleans quite often. (For those who don’t know, it is like a negative union in Roblox Studio). As seen in this photo…
…the part selected had the same issue, but this part does not have any Booleans and only has 6 triangles because it is legitimately just a 45 degree rectangle.
Well, any feedback helps me and I would love to have a solution. Thank you for your likes and replies it all helps to grow this post and for more people to see!
There could be several reasons why the mesh is not working as intended when you import it into Roblox Studio. Here are a few things you can try to troubleshoot the issue:
Make sure that the mesh is properly UV unwrapped and does not have any overlapping faces. This can cause issues when importing the mesh into Roblox Studio.
Check the scale of the mesh in Blender before exporting it. If the scale is not correct, it can cause issues when importing the mesh into Roblox Studio.
Make sure that the mesh is properly triangulated. Roblox Studio only supports triangular meshes, so any quads or n-gons in the mesh will need to be triangulated before exporting.
Try exporting the mesh as a different file format, such as .fbx or .obj, and see if that resolves the issue.
Check if the mesh has any vertex normals that are flipped. Vertex normals that are facing the wrong direction can cause issues with the lighting and shading of the mesh in Roblox Studio.
I hope these suggestions help! If you’re still having trouble, it might be helpful to provide more information about the specific issues you are encountering so that I can better assist you.
Wow! I know this is an early reply but I tried turning off Set Pivot to Scene Origin and Insert Using Scene Position, as well as exporting the mesh as a Wavefront (.obj) instead of a .fbx and its seemed to work so far. I will try it on other problematic meshes and let you know what ensues after a little bit of playing around with it. Thanks so much.