"location": "View3D > Add > Mesh > Merge Meshes", The following python script does it in Blender 2.80: import bpyīpy._all(action='DESELECT') This may save some time in some areas of the mesh where the N-GONs are relatively simple, but the resulting topology may be lacking. If you want to merge multiple objects from the same model it is often. If several curves are joined, each one will keep its subtype (NURBS or Bzier). Compatible models are: MMD, XNALara, Mixamo, DAZ/Poser, Blender Rigify, Sims 2. All objects must be of the same type: mesh, curve, surface or armature. All object data is linked to the active object (which must be selected). With all of the faces still selected, press Alt+ J to convert the resulting triangles to quads Ctrl-J Join merges all selected objects into the last selected Active object. Select all of the faces and/or N-GONs and press Ctrl+ T to triangulate them In both cases you will likely be left with N-GONs, a quick, though messy way to remove these without resorting to the Knife tool is the following: It is advised that when using this method to only combine two objects at a time, repeating the above steps for each pairing. You will end up with the same result as the first method. Select all of the faces and perform the Remove Doubles operation.Press Ctrl+ F to bring up the faces menu and select Intersect (Knife), cuts will be made into the unselected faces where the selected faces overlap with them In edit mode, select all of the faces of one of the meshes, the easy way to do this is to select one face and press Ctrl+ L to select all of the linked faces The second and lengthier way uses the Intersect (Knife) mesh operation:Ĭombine two (or more) objects together with Ctrl+ J Your separate pieces will now be combined, with new geometry created at the intersections, forming one solid mesh. Press Ctrl+ Shift+ Numpad Enter to apply the operation Press Ctrl+ Numpad +, to perform a union operation If you want to keep a material slot on one object separate from one with the same material on the other object, add a new material to that slot, merge the objects, then change the slot back to the material you want. Material slots with different materials will be added to the new object. This can be a solution in GUI: Step one: make sure the ojects that you want to join are of the same type, i.e. Select the separate objects that you want to combine Material slots with the same material will be merged. That process is basically how meta objects work, except you have. Take your 'New Shape from Mix' key (titled 'Key 9' in this example) and move this new key to the very top of your Shape Key list! (Make certain there are NO shape keys listed above this shape key, or this method will not work!)ĭo this process on all keyed meshes you would like to join.There are two methods of combining meshes that I know of Eventually, the two droplets are going to merge and become a single, larger droplet. (Otherwise, your new shape key will double-up over any existing shape keys - this will create an undesirable stretched or distorted effect.) ![]() This is a destructive method which is purely visual, and is used for modeling purposes.įinally, before finishing, delete or set all pre-existing shape key values to 0. This method will NOT preserve shape key functionality. This will create a new shape key using your current "mix" of shape keys and mesh data.Īnother quick WARNING before proceeding. Go to where your Shape Keys are stored, under "Object Data Properties."Īfter keying your object into the desired position, in the Shape Keys panel, click the options arrowhead (shown above) and select "New Shape from Mix." ![]() Select the first "Shape Keyed" object you would like to join. This is a destructive method which is purely visual, and is used for modeling purposes. ![]() For the join tool to work, at least two objects must be selected. Alternatively, we can use the hotkey for the join tool, Control + J. There is no submenu here, as the join tool is a single operation. Here is what worked in the end:Ī quick WARNING before proceeding. Open the menu in the header bar of the 3D viewport and select the join option from the menu. The above method did not quite work for me! I wanted to join two keyed meshes to create one mesh, removing shape keys, while retaining the resulting shapes of my combined shape keys.
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