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  • Blockbench Importing with Community Plugin

mail.wi Very nice!

Can you fix the bug that decreases the fps when only using a couple of thousands meshes? xD

    Updated the beta version of the export plugin. Fixed a bug with mesh rotations. Added support for rotation of bones (groups) in edit mode.

      skumleren I'm not a wizard, but it would be nice to have that optimization 🙂 Alas, of the available optimizations that can pull this is only Nanite in UE5, and that only with a 4090 graphics card 🙂

      mail.wi many many thanks, will do a little tester tomorrow and it'll probably be fixed ^^

      skumleren I tested it last week and yes you can chain, I did it first with default voxel objects and then I attached to an object a blockbench mesh with the same animation names and it chained through that!! So thank you for the advice :-)

      8 days later

      Well, I was kind enough to let you rest over a full week since last bumping the threat!
      I'm guessing there is a bug happening, if you animate something in local space and not in global/parent.

        skumleren Thanks for the info! So far I have not been able to reproduce a similar error trying to use different spaces. It seems like space shouldn't affect it, weird.

        a month later
        15 days later

        I seem to be having some trouble with the conversion, when I convert the model over to RPGIAB any mesh that I've rotated doesn't keep it's rotation (Image examples) is this a common issue or am I doing something wrong?


          Nex Figured it out, accidentally had the new bone under the old bone

          10 days later

          mail.wi Hi! I'm trying to create a character with blockbench, but can we only do objects? Or is there a way to convert it to a character