A year ago I lost some of my models due to hard disk errors and have to download and replace the lost ones from my online inventories. There weren’t many, but they are valued assets that I created with Blender, for inclusion in future works. While it is dexterously uncomplicated to export models in .blend file to Second Life or Kitely (to name a few compatible gaming platforms), the .dae retrieval back into Blender isn’t the same original form before the export. The vertices are duplicated. Parts of the polygons on the retrieved model, are ‘edged splitted’ and disconnected where they are supposed to import as one. If one would to apply Blender’s proportional edit or Loop Tools on them, the models would come apart distorted.
Apparently there is an easy workaround from the .dae file retrieved from Second Life or OpenSimulator, two platforms I continuously work on. To prepare the .dae imported file for a ‘clean’ .blend file model, all it takes is a few simple steps. The following example was done in Blender 2.77.
1 Import the .dae file to Blender
2. Rotate the model in the viewport.
If it a .dae file import from Second Life or OpenSimulator, try anti-clockwise rotate from top view. Depending on the .dae file import, one may skip this step.
- Key ‘7’ for top view in the viewport;
- Type ‘R’ followed by ‘-90’ .
3. Remove doubles
Removing duplicated vertices will reconnect the polygons, adjacent to each other, sharing part of the same alignment on the sides. When one applies proportional edit, the connected polygon will reshape without coming apart.
- In edit mode (‘Tab’ to switch between edit and object mode);
- select all with key ‘A’;
- ‘Ctr V’, select “Remove Doubles’ from the menu.
4. Check the materials arrangements.
Rename and update materials, from the property panel. Reconnect the UV mapped textures to the materials if the import includes these.
Don’t forget to save in .blend file.
Happy Blending! 🙂