Hi! I want to make it so that the player can use a sword I designed in Blender, but the sword doesn’t appear when I put in a MeshId even though the model is made up of individual meshes that make up the sword. I tried doing an obj file instead of a fbx file and tried joining all the pieces together in Blender then exporting, but that results in Roblox Studio refusing to put the file in. Here are screenshots that will help you help me solve this problem. The Sword Script I am using is the default one from the regular Roblox Sword.
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does it show up in studio? and is it a reupload?
if its a reupload make sure that you have access for it
It shows up in Studio when I drag it into the game. Just for some extra context, the sword is in Replicated Storage as it is a part of a fully functional system I made.
Try to clone the basepart(s) of the sword and paste it in workspace. Make sure it is not a tool and has no scripts.
if it does not load again make sure to check with different devices, if it works on different devices thats probably an issue with rendering on your computer
also please post an image of the sword in your modeling app which seems to be Blender in this case.
The problem is that the sword doesn’t appear correctly when I try to use the sword after putting it into my inventory. In the workspace, it looks fine and is visible.
if thats a meshpart can you enable DoubleSided on? Maybe that will fix the problem.
The sword is made up of meshparts, but the entire thing is put into a model.
Also it didn’t do much to fix the problem.
hey did you weld it? You have to weld every of the sword model to the handle . Welding is basically like gluing two parts together. Without welding, the sword model will fall of the handle
Actually, I forgot to do that. I’ll get back to you in 40 minutes or so
Do you use a weld or a weld constraint for this? I personally just used regular welds, but I’m not sure which one is right.
It didn’t work, it just glued me to where the mesh was.
Hey @videogaming987!
Before we begin, let’s make sure I fully understand what’s wrong. Mark me if I’m incorrect; You’re attempting to make a sword (tool) appear, by inserting the MeshId into the Mesh?
This is the sword you want:
Why are you attempting to use 1 MeshId to create the sword when the sword is made up of multiple meshes?
The entire sword that is made up of multiple meshes that is put into one model. Which I assumed to count everything in the model towards the meshId.
Export the sword as 1 mesh, and from there use that single MeshId.
I’ve tried, but it doesn’t export the mineral colors on the mesh. This leaves the mesh blank and grey.
Hello ! I found the problem… I think you forgot to unachor the meshes . In order for parts in roblox to move a round freely due to physics , you need the anchored to be false
Are you absolutely sure? I’ll try it. Can you send me pics?
Yes . Go properties and find Anchor . make sure that anchor is not ticked . I am currently outside and cannot go into studio
im pretty sure weldconstraints are better, as weldconstraints will stick 1 part to another no matter what, but normal welds have this weird c0 and c1 values that force the parts position.