Hey there, I have been using babylon for a few months now and I have a question.
I would like to be able to apply a certain material to a group of meshes.
To do so, I have grouped my objects in Unity like the following :
I would like to be able change the material of a whole group of objects but It seems that once it is exported from Unity, we lose the “grouping” information.
Here are the infos I get of my exported .babylon :
On the left, I have listed the “meshes” of my .babylon and on the right is the whole .babylon structure.
As you can see, “meshes” is juste a big list of every component that my scene has.
Is there a way to get those meshes structured like I have “meshes” which would be an array of length 4. And inside the first one, have a list of submeshes?
I tried to be as clear as possible
Thanks a lot for your answers!
Pinging @MackeyK24. Maybe groups are exported as parent TransformNode ?
Strange… Yo @jeremy219 … When was that last time you updated the Toolkit… Try that.
I just tested… In Unity Here is the Layout:
And in my babylon Scene… Still has layout… Parent/Child is fine:
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Indeed, thank you, I don’t know how I missed the parent/child feature when browsing into my object
Sorry for the bothering, thanks for the answers, love your tool!
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I actually got one tiny other question if you don’t mind…
I need to list out my materials to be able to select them and eventually apply them to a mesh
But the exported materials are listed as instances as you can see here
How could I get a list of materials with this structure “1, default material, Material1, Material10, Material11…”
I mean, is there a way to “identify” the “source” Material where these instances come from?
And then, would I be able to get it and to apply it afterward?
You gotta talk to the Inspector Guy … Im the Babylon Toolkit Guy
Ping @Deltakosh … He will know who to talk to about that one
Sure, thank you Jedi Master.
@Deltakosh any suggestion?
The inspector always displays the full list from the materials found in scene.materials which encompasses all the existing materials in a scene. I do not think that there is any way to differentiate what you call source from instance.
@MackeyK24 are the .instance. created during the export ?
Up! I would still enjoy some help on that topic
@Deltakosh pleaase
sorry but material cannot be instances. They are named like that by the unity exporter but there are plain materials (as there is no instanced material)
Yeah… In the Classic Edition of the exporter i suffix materials that are not meant to be shared. Basically they have a lightmap and you cant share materials with a lightmap.
In the newer version, even though you still cant share a material with a lightmap… I do not append the .instance to the material name anymore