Upload Blender File to Rotate and View

When exporting your 3d models from Blender for utilize in Tabletop Simulator, sometimes the results are less than ideal. There are a few things to exist enlightened of to ensure your object shows up correctly.

Mesh position

Make sure your model is centred over the world origin in Blender. If information technology's not, your object will rotate around that signal in TTS, which will feel weird for your players.

Poly count

If TTS is taking a functioning hit when your model is imported, make sure you don't have an overly-detailed model. The simplest way to reduce the number of polygons in your model is to add a Decimate modifier. Reduce the Ratio value to "simplify" your model every bit much as y'all can without destroying its appearance!

A good rule of pollex is to stay under 20k triangles. You lot can see the number of triangles in your model past clicking the Viewport Overlays popup near the top-right of the 3d panel, and selecting Statistics:

This volition show the stats for your model at the peak-left of the 3d console:

Shading

Sometimes a model with sharp edges will have shadows on some faces, once you lot import it into TTS. This can usually be solved by following these steps:

  • Select your model, press Tab to enter edit manner, and go into Confront Select mode.
  • Press A to Select All.
  • Correct-click on the model and select Shade Smoothen.
  • Printing Tab to exit edit style.
  • In the Modifiers tab, add an Border Split modifier.

This is often enough to solve any weird surface shading yous get in TTS.

Note: if your model has bevelled or rounded edges, this step should not be necessary.

Normals

The normal for any given face is perpendicular to the confront itself. The direction of the normal defines which way each polygon is facing.

Sometimes during modelling, a normal will be flipped accidentally. It can be easy to miss, while working in Blender. For example: on this cube, the normal on the front end face up is flipped, but you can't tell past looking at it:

When I import this model into TTS, the problem presents itself. The "behind" of faces but don't bear witness upward at all:

Here'due south how to check your normals in Blender, before you lot export the model:

In the Viewport Overlays popup well-nigh the top-right of the 3d panel, select Face Orientation.

This displays all normals that are facing you in blue, and normals facing away from you in red:

Orbit effectually your model and make sure all faces are blue.

Ane quick way to prepare normals is to tab into Edit Manner, printing A to Select All, and so printing Shift + N (Mesh > Normals > Recalculate Outside).

If that doesn't give you the desired outcome, select each backward face in Edit Fashion and printing Alt + N > Flip (Mesh > Normals > Flip).

Colliders

TTS will generate a box collider for your model, unless y'all specify a custom collider. Go on custom colliders as unproblematic as possible (nether 255 triangles is recommended).

If yous want to create a bowl, something with slots or holes that other components fit into, or any other concave shape, yous must create a collider, and select the "Non-convex" checkbox in TTS. Farther, this blazon of object must be locked for TTS to respect concave collision.

Further reading on colliders at the TTS noesis base of operations.

Export Settings

These are the export settings I use for TTS; I'1000 only list the changes I made from the default OBJ export settings:

  • Select File > Export > Wavefront (.obj)
    • Tip: right-click on this bill of fare item and select Add to Quick Favorites; at present you can select an object and press Q to quickly export your model.
  • Optional: select the Selection but checkbox (this only exports the currently-selected model(south)
  • Nether Transform, alter the Forrard popup to Z Forward and so your models are facing the right manner.
  • Nether Geometry, select the Triangulate Faces checkbox. This is essential; TTS requires that all models are made of triangles.

At the top of the Consign panel, you can click the [+] button to save these settings as a preset, so you don't have to prepare them manually from retentivity every fourth dimension.

Export your .obj file; it is now set up to be imported into Tabletop Simulator!

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Source: https://weheart.games/how-to-export-obj-files-from-blender-to-tabletop-simulator/

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