Joining objects loses the texturing map #41561

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opened 2014-08-24 20:37:11 +02:00 by Yichard · 9 comments
Yichard commented 2014-08-24 20:37:11 +02:00 (Migrated from localhost:3001)

System Information windows 7
Operating system and graphics card NVIDIA GeForce GTX 550 Ti

Blender Version
Broken: (example: 2.71
Worked: (optional) 2.65

Short description of error

Exact steps for others to reproduce the error

Based on a (as simple as possible) attached .blend file with minimum amount of steps
test_joining_objects.blend

test_joining_objects.dae

(added a collada export of the same file, since it is the only place where i can check the bug)

these files contain 2 simple objects, a square one and a rounded one, The original objects were created and textured in Inworldz, and imported in Blender in collada format

I duplicated the 2 objects

then I joined the two duplicates in one object (one mesh)

then I export again the total in a collada file

Back to Inworldz where I set a texture, as I use to do (this usually works perfect)

the duplicate of the square object is grey: it has no texturing info, while the original has texturing info

**System Information** windows 7 Operating system and graphics card NVIDIA GeForce GTX 550 Ti **Blender Version** Broken: (example: 2.71 Worked: (optional) 2.65 **Short description of error** **Exact steps for others to reproduce the error** Based on a (as simple as possible) attached .blend file with minimum amount of steps [test_joining_objects.blend](https://archive.blender.org/developer/F106529/test_joining_objects.blend) [test_joining_objects.dae](https://archive.blender.org/developer/F106530/test_joining_objects.dae) (added a collada export of the same file, since it is the only place where i can check the bug) these files contain 2 simple objects, a square one and a rounded one, The original objects were created and textured in Inworldz, and imported in Blender in collada format I duplicated the 2 objects then I joined the two duplicates in one object (one mesh) then I export again the total in a collada file Back to Inworldz where I set a texture, as I use to do (this usually works perfect) the duplicate of the square object is grey: it has no texturing info, while the original has texturing info
Yichard commented 2014-08-24 20:37:11 +02:00 (Migrated from localhost:3001)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Yichard commented 2014-08-24 20:37:11 +02:00 (Migrated from localhost:3001)
Author

Added subscriber: @Yichard

Added subscriber: @Yichard
Yichard commented 2014-08-24 20:40:34 +02:00 (Migrated from localhost:3001)
Author

I tried to reload the.blend file, and export it again as Collada. The bug is still here, proof that it is in the .blend file too. (what I cannot check directly)

I tried to reload the.blend file, and export it again as Collada. The bug is still here, proof that it is in the .blend file too. (what I cannot check directly)

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2014-08-24 21:26:01 +02:00

You do can check your UV layers in Blender! Please read the manual about it.

Also, since your two UV layers do not have the same names, when you merge your meshes, they are not merged, but remain separated, so you get two in final object.

Thanks for the report, but there is no bug here.

You do can check your UV layers in Blender! Please read the manual about it. Also, since your two UV layers do not have the same names, when you merge your meshes, they are not merged, but remain separated, so you get two in final object. Thanks for the report, but there is no bug here.
Yichard commented 2014-08-24 22:37:43 +02:00 (Migrated from localhost:3001)
Author

thanks for your fast reply... I compared what the object joining in 2.65 merges the two UV maps, while it does no more in 2.71. Here was where my problem come from.

So indeed it is not a bug strictly speaking, but it makes the joining function useless.

We can even not have the two UV maps with the same name before joining, since we cannot have 2 things with the same name

Only way would to merge the two UV maps (sine SL cannot import several) but I did not found how to do.

thanks for your fast reply... I compared what the object joining in 2.65 merges the two UV maps, while it does no more in 2.71. Here was where my problem come from. So indeed it is not a bug strictly speaking, but it makes the joining function useless. We can even not have the two UV maps with the same name before joining, since we cannot have 2 things with the same name Only way would to merge the two UV maps (sine SL cannot import several) but I did not found how to do.

Previous behavior was unreliable, merging data layers based on position instead of name is not desirable.

Also, you do can rename layers to same name before joining, those are not datablocks like materials or meshes…

Previous behavior was unreliable, merging data layers based on position instead of name is not desirable. Also, you do can rename layers to same name before joining, those are not datablocks like materials or meshes…
Yichard commented 2014-08-29 19:19:47 +02:00 (Migrated from localhost:3001)
Author

I tried to rename the UV maps, when I rename the second the first has .001 appended :-(

I tried to rename the UV maps, when I rename the second the first has .001 appended :-(
Yichard commented 2014-08-29 19:35:45 +02:00 (Migrated from localhost:3001)
Author

OK I don't discuss the relevance of this change (UV maps not merged automatically) but I maintain that for SL users this is tricky, and an inexperienced user will wonder why this is happening (as I did myself).
So I think some solution is still needed. Since the description is different, I opened #41638 instead of re-opening this one.

OK I don't discuss the relevance of this change (UV maps not merged automatically) but I maintain that for SL users this is tricky, and an inexperienced user will wonder why this is happening (as I did myself). So I think some solution is still needed. Since the description is different, I opened #41638 instead of re-opening this one.
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Reference: blender/blender#41561
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