MeshPart

Bring in a mesh from OBJ, glTF or FBX and use it like any part. Export the file again and the part picks up the new mesh.

A MeshPart is a BasePart drawn with the MeshContent in its Mesh: the mesh is fitted to its box and stretched to Size, like Roblox. Its TexturePack's images, Texture and every map, follow the mesh's own UVs. When the file on disk changes, the mesh is read again and every part using it updates, keeping its scale, in one undo step. The built-in Plane, Cube, Sphere and Torus are meshes too. CollisionFidelity sets its shape for physics.

Properties

Physics

NameTypeDefaultDescription
CollisionFidelity("Default" | "Hull" | "Box" | "PreciseConvexDecomposition" | EnumCollisionFidelity)"Default"
Default, Hull, Box, PreciseConvexDecomposition
How it collides: Default is its triangles while anchored and its convex hull while it moves.

Appearance

MeshMeshContentThe part's MeshContent, with a cube standing in when there is none; its texture and maps are on its TexturePack.
Deprecated 4
NameTypeInsteadDescription
MetalnessMapImageContentforwards to its TexturePackSampled with the mesh's own UVs, not triplanar, so it follows a baked UV layout.
NormalMapImageContentforwards to its TexturePackSampled with the mesh's own UVs, not triplanar, so it follows a baked UV layout.
RoughnessMapImageContentforwards to its TexturePackSampled with the mesh's own UVs, not triplanar, so it follows a baked UV layout.
TextureImageContentforwards to its TexturePackKept so old scripts keep working; it forwards to the Texture of the part's TexturePack.
From BasePart 29
From Instance 22

Subclasses