text: [{"Owner":"ozRocker","Date":"2015-08-18T11:47:46Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_When I use the Blender exporter (latest version in GIThub) I get the message_dd__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_WARNING_dd_ Material has image texture with no UV map assigned_dd_  _qt_Kd_qt_ ignored_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_in the log file and the resulting model doesn_t_t show the texture when the scene is loaded.  I can clearly see within Blender that my model has a texture with UV mapping.  Does anyone know how I can fix this?_lt_/p_gt__lt_p_gt_ _lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"ozRocker","Date":"2015-08-18T13:30:10Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I found a temporary fix for this problem.  I_t_m using Blender 2.75.  I was using the latest Blender exporter which is v3.0.1.  I found an older version which is v1.8.1 and that worked.  My animation and textures exported without any problem._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"JCPalmer","Date":"2015-08-18T13:46:08Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Are you sure you are assigning the texture a UV map?  The fact that the old exporter does it_co_ leads me to suspect that it is not._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Version 3.0 fixed the problem of actually using more than 1 UV Map.  The old version would write out 2 UV maps if you had them for a mesh_co_ but always set the map to use in the export to be the first one.  The new version now checks which UV Map you assigned to the texture._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Look at the textures section of the documentation.  There is a snapshot of image texture properties.  In the Mapping section there is Red text which says_dd_ _t_unwrap mesh_co_ assign it here_t_.  Does your properties look like this?_lt_/p_gt__lt_p_gt__lt_a href_eq__qt_https_dd_//github.com/BabylonJS/Extensions/tree/master/TowerOfBabel#textures_qt_ rel_eq__qt_external nofollow_qt__gt_https_dd_//github.com/BabylonJS/Extensions/tree/master/TowerOfBabel#textures_lt_/a_gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_FYI_co_ there is a 3.0.2 as a pull request.  Think they forgot about it._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"ozRocker","Date":"2015-08-18T14:00:30Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I had a look and the bit located at _t_unwrap mesh_co_ assign it here_t_ was empty.  I clicked on it and it showed me the one UV mapping which was available_co_ so I selected that and its now set as the UV map.  So the new exporter now requires an extra step to export the one UV map with the texture?_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"JCPalmer","Date":"2015-08-18T14:15:38Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_In a word_co_ yep.  The longer answer is this is the way Blender does it.  The materials options in 3.0 are vastly larger.  Straying too far from how things are actually done by a Blender user may not be a good practice.  Now that there is detailed documentation_co_ much of the mystery of how to do everything that is supported is gone._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"ozRocker","Date":"2015-08-18T14:40:32Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_well it looks like Blender has picked the only UV mapping as the default one which is why I can see the texture on my model within the Blender editor.  When exporting to DAE it also uses the one UV mapping as the default mapping.  I_t_ve never actually needed to manually set it.  So if Blender uses the single existing UV mapping as the default UV mapping and if the old exporter did that_co_ I would assume the new exporter should be able to do that too.  _lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"JCPalmer","Date":"2015-08-18T17:47:36Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I did not consider this a big deal_co_ until an export of a mhx2_co_ Make Human needed it.  The check is now more relaxed_co_ just that at least 1 UV map exists.  _lt_/p_gt__lt_p_gt_Basically_co_ Make Human gets anything it wants._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_This is in the pipeline.  Continue to specify till next PR._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]