![]() ![]() ![]() (Often Blender will add its own material to your mesh (most likely an export option) - I generally just remove it from the mesh when it's back in Hexagon, to keep things as Hexagon-specific as possible (for cleaner workflow)). Far quicker than doing it manually! Then take it back into Hexagon if you plan on further work there. obj file again - Blender's OBJ export options include a TRIANGULATE function - simply select that option and you have a triangulated mesh. ![]() obj file, import it into Blender, then immediately EXPORT it as an. This procedure is pretty painless too - just export your mesh as an. Blender does a lovely job of this - simply converting each quad to two-triangles. I'm unaware if Hexagon can convert quads to triangles automatically (though I wouldn't be surprised if the option is staring me in the face LOL!). I also use Blender during my modeling process to convert my meshes to triangles (unless my meshes are simple enough to do it by hand). It would be nice IF Hexagon had this facility built-in, but I can live without it and use this workaround in lieu, since it means staying with a modeler I am familiar with. I don't know much about using Blender itself yet, but for simple importing and exporting it is fairly straightforward (no learning curve required LOL). obj file, take it into Blender and then export it as the final. In regards to Collada, I simply export my finished mesh as an. Yah, Hexagon is definitely viable for SL mesh - I have been using it constantly. ![]()
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