MeshParts are now live!
What are MeshParts?
Physically simulated meshes! They have a meshID, textureID, and collision fidelity to control your physics collisions. These meshes will be moderated, and like other moderated objects, will not display for other users until they have passed moderation. The mesh format is also similar to the existing mesh format, so meshIDs are interchangeable between MeshParts and SpecialMeshes. This means you will now be able to more correctly physically simulate existing ROBLOX meshes!
For more information, please visit Documentation - Roblox Creator Hub
What does this mean for me?
You can now upload your own meshes from an .FBX file! Just insert a MeshPart, click on the open icon in the MeshID Property, and select the FBX file you wish to upload. Keep in mind there is a 5000 poly limit!
I am seeing issues with the mesh I uploaded. What do?
Let me know here or PM me your issue and associated FBX file. The FBX file format is actually pretty complicated. It’s not just vertices and indices, but a hierarchy of relational objects. There may be cases we are not currently handling, or cases we intentionally are not handling.
Known issues you may come across:
My texture is not appearing:
Is there one associated with the file when you exported? Is it in the same folder as specified in the file or at the very least in the same folder as the .fbx file? Is it in a format that we allow for upload on roblox.com?
My texture looks weird:
We are currently taking your meshes from the FBX file and joining all the vertices and indices together into one mesh. Because of this, we can only use one texture in the mesh file. We apply the first texture we find to the entire mesh. If you want to have different textures, upload different meshes.
My mesh is huge on importation:
Blender seems to have an issue with over-scaling the mesh. On export, try reducing the scale to 0.1. (Or you can always resize the mesh in Studio)
I uploaded a mesh, but some of the locations are weird:
An FBX file can contain Animation data that can house CFrames and sizes of the meshes at time zero of the animation. We are not currently respecting animation data for V1.
Again, if you have any other issues, please post here or PM with your issue and FBX file.