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kxmode
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28 Aug 2011, 6:37 pm

Is there any way to take an existing model with many, separate primitives and merge them altogether into a single mesh? I have this object that's lagging my camera, but if I could merge the mesh then I think this would ease up some of the lag.

Here's the object in question. As you can see it's made up of a whole bunch of various primitives.
[img][800:586]http://kxmode.com/tmp/01%20%283%29.jpg[/img]



ACerulean
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28 Aug 2011, 7:44 pm

I just want to suggest that you rephrase this as a question about 3DS Max or Maya, not sure exactly which you're using. I know from personal experience that the controls in Blender are far different from those in 3DS Max/Maya.



Titangeek
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28 Aug 2011, 9:45 pm

ACerulean wrote:
I just want to suggest that you rephrase this as a question about 3DS Max or Maya, not sure exactly which you're using. I know from personal experience that the controls in Blender are far different from those in 3DS Max/Maya.


That tiles says that the question is regarding Blender


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kxmode
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29 Aug 2011, 7:43 pm

Titangeek wrote:
ACerulean wrote:
I just want to suggest that you rephrase this as a question about 3DS Max or Maya, not sure exactly which you're using. I know from personal experience that the controls in Blender are far different from those in 3DS Max/Maya.


That tiles says that the question is regarding Blender


Sigh... :?



MDM
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29 Aug 2011, 8:50 pm

In 2.49 it was ctrl J to join a group of objects.



kxmode
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30 Aug 2011, 3:42 pm

MDM wrote:
In 2.49 it was ctrl J to join a group of objects.


Does that convert all the various objects into a single object? I would like this to be a single object in Unity.



MDM
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30 Aug 2011, 4:48 pm

It will join all the meshes into 1 mesh. For unity you can use the join meshes script to join them all on runtime. I forget if it joins UVs and materials, so you will want to make sure that the mesh is optimized for draw calls after you do it.



kxmode
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30 Aug 2011, 7:41 pm

Awesome. Thanks MDM! :)