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Question by dyankov · Nov 14, 2013 at 10:17 AM · shaderblendertransparency

How to make a submesh from part of my character

Hi,

I have a character w$$anonymous$$ch I modeled in Blender and I need to take certain part of that mesh (vertices are not connected) and make it a submesh, so I can assign a transparent material to it. From the docs I understand that I need to use the SetTriangles() function, but I don't know how to get the triangles list.

Is there a way to "visually" split my mesh into submeshes or somet$$anonymous$$ng? Maybe create vertex/triangle groups in Blender first?

End goal:

I need to do t$$anonymous$$s because some of my character's mesh needs to be transparent, set by a texture, but when I apply transparent material to the whole character it's really messed up. Different body parts intersect and are being rendered as transparent, even though the texture at that location is solid.

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avatar image Benproductions1 · Nov 14, 2013 at 10:22 AM 0
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Just add 2 materials on the model in blender and assign the second one to the transparent parts. In Unity you can then use 2 materials, one for the solid part and one for the transparent one.

You don't need to do this via scripts (and it would probably be too hard)

avatar image dyankov · Nov 14, 2013 at 10:40 AM 0
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Worked perfectly, post it as an answer if you want so I can accept it.

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Answer by Benproductions1 · Nov 15, 2013 at 06:24 AM

Hello,

Instead of doing a whole lot of stupid math in order to split up the model at runtime, you can just use multiple materials in blender and it will import with a submesh for each material.

Hope t$$anonymous$$s helps,
Benproductions1

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