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How to attach multiple mesh nodes to one object in blender?


How do I return multiple values from a function?How to know if an object has an attribute in PythonIn Python, how do I determine if an object is iterable?Basic approach to pupil constriction/dilation of eye model in OpenGLHow to change Operator's label in Blender 2.63 depending on the context?how to export per-vertex UV coordinates in Blender export scriptExport object + skeleton from blender to Threejs and move bones manuallyx3d file export different than anticipated need other format to import modelsGetting animation to render correctly with Three.js ObjectLoaderMultiple materials or texture on low poly meshes?






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1















I try to import 3d objects from one game (IGI 2: Covert Strike) into blender.
Ingame format have a one common vertex buffer, where are stored all vertices from multiple meshes.
Also have list of structs used to declare meshes, range of used vertices (from common buffer) and position of this mesh relatively to main object.



If I import full vertex boofer into one mesh i see that:



http://prntscr.com/n32e0v



This is a human model.
Head are here indide :)



http://prntscr.com/n32fcw



Well I want to separate meshes and attach those to one object.
But function



bpy.data.objects.new(name, mesh) #create object


accepts only one mesh.



Is there other way to add multiple mesh nodes to one object?



May be is posible to create one object per mesh and attach those to one main object?



But how later add a common skeleton to all this objects?










share|improve this question






















  • I don't see anything with numpy here, please don't spam unrelated tags.

    – user2699
    Mar 26 at 14:28

















1















I try to import 3d objects from one game (IGI 2: Covert Strike) into blender.
Ingame format have a one common vertex buffer, where are stored all vertices from multiple meshes.
Also have list of structs used to declare meshes, range of used vertices (from common buffer) and position of this mesh relatively to main object.



If I import full vertex boofer into one mesh i see that:



http://prntscr.com/n32e0v



This is a human model.
Head are here indide :)



http://prntscr.com/n32fcw



Well I want to separate meshes and attach those to one object.
But function



bpy.data.objects.new(name, mesh) #create object


accepts only one mesh.



Is there other way to add multiple mesh nodes to one object?



May be is posible to create one object per mesh and attach those to one main object?



But how later add a common skeleton to all this objects?










share|improve this question






















  • I don't see anything with numpy here, please don't spam unrelated tags.

    – user2699
    Mar 26 at 14:28













1












1








1








I try to import 3d objects from one game (IGI 2: Covert Strike) into blender.
Ingame format have a one common vertex buffer, where are stored all vertices from multiple meshes.
Also have list of structs used to declare meshes, range of used vertices (from common buffer) and position of this mesh relatively to main object.



If I import full vertex boofer into one mesh i see that:



http://prntscr.com/n32e0v



This is a human model.
Head are here indide :)



http://prntscr.com/n32fcw



Well I want to separate meshes and attach those to one object.
But function



bpy.data.objects.new(name, mesh) #create object


accepts only one mesh.



Is there other way to add multiple mesh nodes to one object?



May be is posible to create one object per mesh and attach those to one main object?



But how later add a common skeleton to all this objects?










share|improve this question














I try to import 3d objects from one game (IGI 2: Covert Strike) into blender.
Ingame format have a one common vertex buffer, where are stored all vertices from multiple meshes.
Also have list of structs used to declare meshes, range of used vertices (from common buffer) and position of this mesh relatively to main object.



If I import full vertex boofer into one mesh i see that:



http://prntscr.com/n32e0v



This is a human model.
Head are here indide :)



http://prntscr.com/n32fcw



Well I want to separate meshes and attach those to one object.
But function



bpy.data.objects.new(name, mesh) #create object


accepts only one mesh.



Is there other way to add multiple mesh nodes to one object?



May be is posible to create one object per mesh and attach those to one main object?



But how later add a common skeleton to all this objects?







python numpy blender bpy






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Mar 26 at 10:48









ArtiomArtiom

134 bronze badges




134 bronze badges












  • I don't see anything with numpy here, please don't spam unrelated tags.

    – user2699
    Mar 26 at 14:28

















  • I don't see anything with numpy here, please don't spam unrelated tags.

    – user2699
    Mar 26 at 14:28
















I don't see anything with numpy here, please don't spam unrelated tags.

– user2699
Mar 26 at 14:28





I don't see anything with numpy here, please don't spam unrelated tags.

– user2699
Mar 26 at 14:28












1 Answer
1






active

oldest

votes


















0














First off, you may consider asking this question in Blender SE too, as there is a lot of expertise about Blender in there, so they may be able to give more possible solutions to your problem.



In any case, I don't think there is any way to have one Blender object hold more than one mesh. You can however group multiple objects under one parent object, something like this (Blender 2.79b):



import bpy

# Make parent (empty object)
parent_object = bpy.data.objects.new('parent_object', None)
bpy.context.scene.objects.link(parent_object)
# Make multiple children
for i in range(4):
# Make child object (mesh object)
mesh_data = bpy.data.meshes.new('mesh_data_' + str(i + 1))
mesh_object = bpy.data.objects.new('mesh_object_' + str(i + 1), mesh_data)
# Set the parent
mesh_object.parent = parent_object
bpy.context.scene.objects.link(mesh_object)
bpy.context.scene.update()


And you will get a hierarchy like this:



Object hierarchy



Note: There are some upcoming changes to the API in 2.8, see How do I create a new object using Python in Blender 2.80?.






share|improve this answer






















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    1 Answer
    1






    active

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    oldest

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    active

    oldest

    votes









    0














    First off, you may consider asking this question in Blender SE too, as there is a lot of expertise about Blender in there, so they may be able to give more possible solutions to your problem.



    In any case, I don't think there is any way to have one Blender object hold more than one mesh. You can however group multiple objects under one parent object, something like this (Blender 2.79b):



    import bpy

    # Make parent (empty object)
    parent_object = bpy.data.objects.new('parent_object', None)
    bpy.context.scene.objects.link(parent_object)
    # Make multiple children
    for i in range(4):
    # Make child object (mesh object)
    mesh_data = bpy.data.meshes.new('mesh_data_' + str(i + 1))
    mesh_object = bpy.data.objects.new('mesh_object_' + str(i + 1), mesh_data)
    # Set the parent
    mesh_object.parent = parent_object
    bpy.context.scene.objects.link(mesh_object)
    bpy.context.scene.update()


    And you will get a hierarchy like this:



    Object hierarchy



    Note: There are some upcoming changes to the API in 2.8, see How do I create a new object using Python in Blender 2.80?.






    share|improve this answer



























      0














      First off, you may consider asking this question in Blender SE too, as there is a lot of expertise about Blender in there, so they may be able to give more possible solutions to your problem.



      In any case, I don't think there is any way to have one Blender object hold more than one mesh. You can however group multiple objects under one parent object, something like this (Blender 2.79b):



      import bpy

      # Make parent (empty object)
      parent_object = bpy.data.objects.new('parent_object', None)
      bpy.context.scene.objects.link(parent_object)
      # Make multiple children
      for i in range(4):
      # Make child object (mesh object)
      mesh_data = bpy.data.meshes.new('mesh_data_' + str(i + 1))
      mesh_object = bpy.data.objects.new('mesh_object_' + str(i + 1), mesh_data)
      # Set the parent
      mesh_object.parent = parent_object
      bpy.context.scene.objects.link(mesh_object)
      bpy.context.scene.update()


      And you will get a hierarchy like this:



      Object hierarchy



      Note: There are some upcoming changes to the API in 2.8, see How do I create a new object using Python in Blender 2.80?.






      share|improve this answer

























        0












        0








        0







        First off, you may consider asking this question in Blender SE too, as there is a lot of expertise about Blender in there, so they may be able to give more possible solutions to your problem.



        In any case, I don't think there is any way to have one Blender object hold more than one mesh. You can however group multiple objects under one parent object, something like this (Blender 2.79b):



        import bpy

        # Make parent (empty object)
        parent_object = bpy.data.objects.new('parent_object', None)
        bpy.context.scene.objects.link(parent_object)
        # Make multiple children
        for i in range(4):
        # Make child object (mesh object)
        mesh_data = bpy.data.meshes.new('mesh_data_' + str(i + 1))
        mesh_object = bpy.data.objects.new('mesh_object_' + str(i + 1), mesh_data)
        # Set the parent
        mesh_object.parent = parent_object
        bpy.context.scene.objects.link(mesh_object)
        bpy.context.scene.update()


        And you will get a hierarchy like this:



        Object hierarchy



        Note: There are some upcoming changes to the API in 2.8, see How do I create a new object using Python in Blender 2.80?.






        share|improve this answer













        First off, you may consider asking this question in Blender SE too, as there is a lot of expertise about Blender in there, so they may be able to give more possible solutions to your problem.



        In any case, I don't think there is any way to have one Blender object hold more than one mesh. You can however group multiple objects under one parent object, something like this (Blender 2.79b):



        import bpy

        # Make parent (empty object)
        parent_object = bpy.data.objects.new('parent_object', None)
        bpy.context.scene.objects.link(parent_object)
        # Make multiple children
        for i in range(4):
        # Make child object (mesh object)
        mesh_data = bpy.data.meshes.new('mesh_data_' + str(i + 1))
        mesh_object = bpy.data.objects.new('mesh_object_' + str(i + 1), mesh_data)
        # Set the parent
        mesh_object.parent = parent_object
        bpy.context.scene.objects.link(mesh_object)
        bpy.context.scene.update()


        And you will get a hierarchy like this:



        Object hierarchy



        Note: There are some upcoming changes to the API in 2.8, see How do I create a new object using Python in Blender 2.80?.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Mar 26 at 11:51









        jdehesajdehesa

        32.8k4 gold badges39 silver badges61 bronze badges




        32.8k4 gold badges39 silver badges61 bronze badges


















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