Multiple selection in Edit mode - blender-2.67

how to select two different meshes in the same scene? After selected I want to join two vertices on both meshes with J, seems to be simple but I am struggling to find in this forum and in google and can not find help. If I select in the outliner turns Object Mode, if click on TAB goes to Edit Mode but I can not select the second mesh vertice only one mesh can be selected at a time. :( What Am I doing wrong?

You can not edit two different meshes in the same scene, only one can be edited at a time. Try to join the meshes before and them edit together. Hope it helps.

Related

Mesh face missing after importing from blender to Unity

So I modelled a gun model for my game in blender, and after importing it in Unity one of the faces simply disappeared as you can see in the link below :
https://ibb.co/rwPDY8r
I tried flipping the normal on that face in blender, recalculate the normals, and half a dozen of other solution for that problem I found online, but nothing works.
it's weird because it does appear normal in Blender :
https://ibb.co/BVdMGqg
One thing I noticed is that when I open the .fbx file with windows 3D viewer, this anomaly is visible on the hidden face :
https://ibb.co/1ZLxf0D
It is the only face on the model that has that black anomaly, all the others are normal.
I am about to give up and just delete it and start over. So if anyone has a solution I would be very grateful since I already spent a few hours making the gun and a couple more trying to fix this, I would hate to have to redo everything again (Especially since i'm pretty proud of that gun).
Thanks in advance.
Edit: Ok so nothing worked. I tried all the answers here (which I did try before but tried them again just in case) and it's still not working. I Even tried duplicating the face and extruding it a bit, still invisible. I'll scrap this one and make another, this time with backface culling enabled so I can see what I can do. Thanks for your time guys.
You probably have an inverted face in your mesh. Here is how to find that:
You can select it and choose "flip normal" in edit mode. Or just choose "recalculate outside" with all faces selected.
As an alternative to "Face Orientation", you could enable "Backface Culling" which is what Unity does by default (unless you enable the material to be "double sided" or play with the Cull type in shader.)
This will hide the problematic face as you are looking against the backside. Fly inside the mesh and you will see the other side being rendered.
The problem is solved in four simple steps:
Click model on blender
Press Tab to Edit Mode
Press Shift + N to Recalculates Normals.
Save, Export from blender and going to unity again will fix.
When you import .fbx to Unity you can also change the Normals method import to calculate in import settings. Sometimes it helps.

Prefab in Unity and HoloLens falling below the spatial mapping

I'm working in a Unity application with HoloLens, where I place different prefabs across a room and I use TapToPlace to put it on a surface using SpatialMapping. I works great with some fbx models that I had, but then I received some models that I got in .max format, which I converted to FBX using 3DS Mask, they look good, but the exact setup as the other models, whenever I tap them, they are place halfway below the surface.
I've noticed that the working prefabs puts the cursor right at the bottom when in placing mode, while the "broken" ones put the cursor in the middle. Here is an example of how it looks in Unity:
Working:
Not working:
What is that circle there? it looks like the cursor, because everytime that I tap the object, the cursor is placed exactly there for each prefab, but for the ones in the center, half of the model shows below the surface, somehow it looks like it's related; is there a way to move that to the bottom as the working one looks like? if not, is there something that I need to do in 3DS max when exporting these new models to FBX? both models are using box collider, TwoHandManipulatable and TapToPlace.
Thank you, I appreciate the help.
The issue is on the axisof the model -- the pivot point of the model is not at the bottom of the model.
If at all possible it is recommended that you fix the model in your 3D modelling application, If this is not possible, you can fix it in Unity by adding an extra parent transform, more information please see:
https://answers.unity.com/questions/62675/redefine-axis-of-an-object.html
https://answers.unity.com/questions/357698/can-we-change-the-pivot-points-of-any-gameobject.html

How to merge two background sprites in Unity so that there won't be a line between the merging sides?

Hello guys, I am making a 2D platformer game in which I will be adding background sprites. And while doing so, I will be joining many(let's say two) sprites to make it look like one long background. However, when I join two background sprites, a line is visible at the joining point, making it evident that I merged two sprites there. How do I make it look like it is a single image? How do I remove the line between them? Please help me fix this. Any help would be very much appreciated.
I struggled with this problem too, i solved it indirectly by creating a third joiner sprite that is a child of the first sprite and placed at its end (covering the line). As the backgrounds move the third sprite always covers the joining line. The joining sprite can be a a drawing of anything eg clouds, wall, etc

Clone subobject/face without moving

I've spent about 20 minutes searching for this to no avail. All I want to do is create a double sided face for a shop sign for example.
I create a face that sticks out from the building, and I obviously want it double-sided, so I want to simply clone the face and flip the normal.
I know I can do this holding shift and translating the face, but then I have to move it back. I know that you can do this for an object in the edit menu, just selecting clone object, but it doesn't seem to work for sub-objects (ie., faces).
Also, when I searched for how to make a face double-sided, most suggestions were to change the renderer settings to change the face culling, or to apply a double-sided material. But, neither of these methods actually create a new face, do they? For example if I were to export it to my OpenGL project, exporting it wouldn't create the extra face vertices, would it?
Thank you.
Edit: I've been thinking, I know there are many ways to achieve this, I just thought I could detach the face to its own object, clone it in its place, flip the normal, and then attach the two objects to the original again, but the workflow is supposed to be easy.
Thanks.
OK, I've been playing around a bit, and found out that you can
1: Select the face.
2: Click Detach.
3: Select Detach As Clone.
4: Select Detach As Element if you want it to stay in the same object.

Problems with pivot point of objects in Unity from 3dsMax

I'm trying to group some objects together in unity by creating new empty GameObject, zeroing its position, then dragging my children objects into it, my problem is that it's anchor position is far away from children positions, am I missing anything? please see the picture for clarification: Picture
You must set the pivot where you want, in 3dsMax and only then export it.
It's a basic, well-known problem in 3D engineering and games.
Regarding how to change the pivot in 3dsMax or other software. That's a question for that software, it's different in everything. For example in Cheetah3D you press the button labelled
Reset the pivot to here
I emphasize that you MUST change it in the model-making software, you can't do so in Unity and there is no workaround.
Note that if you just google
"3dsMax set pivot model"
you will instantly find many tutorials on this. Example.