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Blender SSS
The blender suite contains several tools for manipulating objects and exporting them to be used with the rest of the suite. Its primary function is to rename meshes to their materials and export a list of textures being used. For each of these functions, you'll need to be selecting a set of objects first.
Creates a list of materials and meshes to be used with LazyMat and img2nutexbGUI. This is stored as a text file called materials.txt
, which you can choose where it saves to.
Renames the given meshes to their material. It'll still have the .0n suffix but don't worry, the other programs in the suite will take that into account.
Renames a material to its base color texture file
This renames all UV and Vertex maps to names compatible with carlos' smash ultimate tools:
UV Map | Vertex Color Map | |
Active Map in Render | map1 | colorSet1 |
First non-active map | bake1 | colorSet2 |
Remaining maps | mapN | colorsetN |
Sometimes when you hit Edit>Mesh>Seperate By Material, the separated pieces lose their material info. It's really painful when you have objects that contain 5+ materials! No need to fear, this program will separate the mesh and keep its materials intact. Separate parts can be stored in an alternate collection or can replace the original mesh. This is a pretty intensive operation, so save beforehand!
Adds a UV (or color) map to your selected objects. If the name you choose already exists, it will select that specific map on your meshes to be rendered. Useful for if you want to check your baked map UVs and switch back to your diffuse map UVs quickly!
Tired of combing through 100+ meshes in StudioSB? This will combine ALL meshes that have the same material! This operation will rename Maps and Objects, so save beforehand!
Removes any object without any faces
Based on the workflow for Metroid Prime 1, combs through meshes and assigns maps their intended name, separates materials accordingly, removes baked channel, and adds a color map
Finds the texture files that might have been lost when imported from a .dae
file
After importing a mesh and assigning the proper materials, you first will want to separate everything by material. Some meshes contain multiple materials, but with StudioSB a mesh can only be assigned one material. Afterward, you can join like objects if you want to cut down on the number of meshes. This technically won't save too much space, but it helps for organization. Next, you'll want to rename each mesh to their material, if you used Join Like Objects, this step might not be necessary. Lastly, use List Materials to create a text file to use with LazyMat and img2nutexbGUI