Is there a way to do boolean union without linking the meshes?

i want at add a mesh to an existing object but i don’t want it linked, so i can do ctrl-L and select only the new mesh,

i’ve used boolean union and move the new mesh off to the side before i union, then move it back. which works, buts seems like there should be an easier way
any ideas? thx

It’s not clear what it is that you’re asking. Perhaps you could elaborate, or show pictures of what you’re doing? I’m not really sure how to interpret your question.

sorry i’m not clear, here’s what i’m doing

i have a human character and it has clothes, each item of clothing is a separate object.

i’m trying to merge all the objects into a single object for performance reasons in the game engine

so i select the characters body, select modifier, boolean, union, then select the boots in this case
i hit apply and i get a the boots mesh added to the body mesh which is what i want.
but the result is a single mesh. if i hit select a vertex (edit mode), then ctrl+L it selects the entire mesh.

what i would like is for the boots not to be connected to the mesh.

i found a workaround my moving the boots off to the side before doing the union. then they are a separate mesh and i can select them easy.

it just seems that there should be a way to do that without the move.

but its not a big deal since i have a workaround. thanks

It seems like what you want to do is to just join the meshes, instead of a boolean which merge the actual geometry of both objects.

To do that select the objects you want and press Ctrl + J

no, join massively deforms the meshes, the body just blurs into the boots, i tried it. i don’t want the shape to change at all.

actually this whole thing is only an issue because i wanted to select the boots for texture mapping, and they were hard to select, but then i realize that if i texture map before i do the boolean union, then its a none issue anyhow.

but thanks for your help

Are you using any modifier on any of the objects? When you join then together all the objects will use the modifiers of the merged one, which may cause some unintended behavior.

Try to apply all modifiers on both objects before joining then if needed.

well it turns out i have a far bigger problem, because the character has an armature, when i do the boolean its breaks the link with the armature and now my animations don;t work, so i need to figure out how to do this properly.

all i want to do is turn a character with 6 sub objects, boots, skirt, pants, top, eyes, eyebrows, etc, into a single object (actually, i’m leaving the hair as separate).

If all the objects are using the same armature then it shouldn’t break when you join them together (not boolean).

Anyway, I don’t know where you’re using this character, but usually keeping objects separated is not a problem and is better for organization. You can also edit multiple objects at once if you select them all, and when you export them they should get merged together.