s&box/field-guide
tag

#blender

10 items (10 fixes)

fixes
26.07
"A complete Blender-headless → s&box pipeline"

Two-stage flow: Blender headless emits Y-up OBJ, then pure Python writes vmats/vmdls and a C# model catalog.

26.07
"Blender OBJ export face order is not deterministic"

bpy.ops.wm.obj_export can reorder face lines across runs on the same mesh — diff the manifest, not the raw OBJ bytes.

26.07
"Decimating AI meshes without wrecking them"

Census tris × instances first — silhouette fails before UVs; inject usemtl after scripted OBJ export.

26.07
"Forge delivery fails but the preview GLB is still downloadable — recover it"

Forge delivery job errors out but the build stage's previewGlbUrl stays downloadable — recover the GLB through Blender into your standard delivery shape instead of re-spending.

26.07
"Importing Kenney / CC0 kits into s&box"

CC0 kits import like any OBJ+vmdl; city kits share colormap.png, nature kits need per-color vmats, and facing is a per-model yaw guess.

26.07
"My model imported upside down / sideways / facing the wrong way"

Blender +X becomes world −Y after OBJ import; yaw +90° faces +X — and Blender +Y rotation tips the +X edge down.

26.07
"Retargeting free Mixamo mocap onto a custom rig"

Transfer rest-delta rotations parent-relative (not world) — avoid the forward-hunch bug and never transform_apply scale on Mixamo armatures.

26.07
"Rigging an AI-generated (rigless) character mesh"

Bone-heat auto-weights fail on AI meshes — use scripted geodesic (along-surface) weights, then FBX + animated vmdl.

26.07
"s&box won't load my OBJ/GLB"

Scenes never load raw OBJ/GLB — always wrap with a .vmdl and remap materials under both bare and .vmat names.

26.07
"The FBX export recipe that actually works"

Default −Z/Y axes, bake_space_transform, no leaf bones, X/Z bone axes, mesh FBX + per-clip armature FBX; scale via ScaleAndMirror 0.3937.