@Swyter when separating frames of vertex anim, it outputs frames like this:
frame5
frame4
frame3
frame2
frame1
frame0
but for correct remerging it needs frames like this:
frame0
frame1
frame2
frame3
frame4
frame5
This means, that we have to reorder them by hand (which can be tedious with 30+ frames).
Could it be changed, so that when it splits into frames, it doesn't output them in reversed order?
Another thing:
When re-merging frames into vertex anim, the new object gets added almost to the very end of the list. Not even the exact end, just some arbitrary position near the end. This is surprising and inconsistent with "Combine meshes" which adds new object somewhere closer to objects being merged.
Speaking of:
When using Combine meshes, it works like this. I merge these:
mesh1
mesh2
mesh3
mesh4
After merging I get:
mesh1
mesh2
mesh3
mesh_combined
mesh4
Which is also kind of a weird behavior, but at least I don't have to scroll all the way down the list to find my mesh.
frame5
frame4
frame3
frame2
frame1
frame0
but for correct remerging it needs frames like this:
frame0
frame1
frame2
frame3
frame4
frame5
This means, that we have to reorder them by hand (which can be tedious with 30+ frames).
Could it be changed, so that when it splits into frames, it doesn't output them in reversed order?
Another thing:
When re-merging frames into vertex anim, the new object gets added almost to the very end of the list. Not even the exact end, just some arbitrary position near the end. This is surprising and inconsistent with "Combine meshes" which adds new object somewhere closer to objects being merged.
Speaking of:
When using Combine meshes, it works like this. I merge these:
mesh1
mesh2
mesh3
mesh4
After merging I get:
mesh1
mesh2
mesh3
mesh_combined
mesh4
Which is also kind of a weird behavior, but at least I don't have to scroll all the way down the list to find my mesh.