STEAM-RYHMÄ
Blender Source Tools BleST
STEAM-RYHMÄ
Blender Source Tools BleST
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8. marraskuuta 2013
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Blender to SFM Flex Issue
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How to export armature changes (blender to SFM) ??
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Blender to SFM Flex Issue
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Not sure if this is a Blender or Add-on Bug. Same Material Names - Different models
Zappy lähetti viestin:
It's not a Blender Source Tools bug nor a Blender bug. That's completely intentional.

Think of it this way: If you import the Scout's body and then import the Scout's legs body-group, would you want the latter to use "scout_red.001" instead of "scout_red" when the body already uses that material?
No, chances are, you probably want to use the same material on both things. That's what StudioMDL does, too.

So how should it tell that two same-named eye materials should be different when two same-named body materials shouldn't?

Pte Jack lähetti viestin:
- All Objects except materials get appended names (.001, .002 etc) -
You can't(/aren't supposed to) have two objects with the same name, and importing multiple meshes into the same object is bad too, so adding ".001" is necessary to avoid conflicts here.

But again, for materials, you probably/usually want to use the same material on both things, so it just doesn't make a new material like it makes new objects.


Sorry for re quoting Zappy, but, this does not make sense to me. especially in the case of the sniper/scout instance where the sniper (eyeball_l / eyeball_r) might be brown and the scout's blue. When I import both are going to be the same and it will be based on the first model imported when the material is created. AFAIC model materials should be as unique as the rest of the model to as you put it, avoid conflicts.

It's not often that I import multiple models into a scene and I just went back to see if this was happening in 2.xx and it is. In fact, duplicating objects doesn't create new materials either, so I guess it's just something I hadn't noticed before. So sorry for rabbit holing here, but if possible, would it be possible to add a switch as Zeq suggested to create new materials on import for materials that already exist?

Think of it this way, I want to create a city, and I want to 4 different houses (bungalow, Ranch, 2 story and apartment building) but they all have the same material names, (wall, window, roof and door) that have different textures. What skin are they going to wear on import?

What if I duplicated or imported 100, I'm going to have to "fix" the number of models that aren't going to wear the correct textures. Now what if I only wanted to change textures on 30 of them (broken windows, different roof colours, different siding styles, etc). (I guess that situation would be a 2 way street discussion, but I think I would favor having individual materials for individual models because If they import textured, the shader nodes are gong to be already established and the materials unique.)

Anyway, just my feelings on this and again, I apologize for rabbit holing a situation that didn't really exist.
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