I had to move a .blend file to a different directory from the one I had been working in. Naturally, blender still looks in the old directory for the texture file (just one) and I’d like to know how to change the path so it uses the file in the new directory, without re-texturing eveything in the project. How can I do this?
Have you reloaded the image in the texture buttons image panel? (with the Load Image button)
If it’s uv mapped, you also need to go to the uv editor and choose image --> replace and reload the texture from there as well.
The object is UV mapped. I have loaded the texture (which is the same as the one it uses in the old directory) but the only way I can get it to use the newly loaded texture in the new directory, is to re-map the whole object. This is tedious, as there are a lot of little objects to deal with and I would like to avoid that if I can.
Are you saying that there is another place where I should be loading the new texture path? I have looked at the texture buttons (F6) but there is no “load image” button there.
File >> Pack Data.
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I’ve been using Blender for about a year, and am quite comfortable with using for my purposes, ie: building virtual cockpits for use in aircraft built for the x-plane flight simulator. Blender is a complex program and there are many aspects of it that I don’t understand, and can’t take the time to puzzle out if I expect to get any work done. One of the problems I am having, and have had once before, is described in my initial post, above. Your first reply doesn’t solve the problem for me; I hope you are not referring me elsewhere for more help with your second. If I have to remap the entire object, I will do it, just as I did the first time it happened, but there must be a better way and appreciate a little more of your time leading me there, if there is.
I figured out how to get the “load image” button and loaded the proper one in, as shown in the little preview window. I also loaded that texture file into the UV editor so that itappears on the drop down list. However, this does not change anything. Looks like I still have to remap everything to the new file, even though they’re both the same.
Sorry, I assumed this was how you had loaded the texture originally.
It is the primary way of adding textures in Blender. The uv editor was only added later to improve texture mapping capabilities. Generally you will add textures in texture buttons (which gives you several options for modifying there use) and then map them more precisely if you choose in the uv editor.
My guess is you’ll have to remap your object. Once you’ve done this, go to File --> Pack Data, as Fligh % said, and then save. This will pack the images together with the .blend so it can be easily moved.
Okay, thanks for the help. Luckily, only one texture file is allowed for export to x-plane, so I’ll only have to remap the one. Unluckily, the object I’m mapping has many many faces in a large number of objects, so remapping is a real pain in the butt, as sometimes a tiny, unseen face somehow retains the origunal mapping, and no export from blender is allowed because the export script checks for a single texture file only.
You can put all your textures (n amount of images) into one, single image and UVMap all of your model(s) from that, then export the whole bang shoot.
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I’ve never had to remap anything.
Split your view so you have 3D View and UV/Image Editor.
Enter UV Edit Mode.
From the [edit]UV/Image Editor[/edit] menu, select either reload or replace image.
Once having done that, exit UV Edit Mode (back to Object Mode).
F6 for the Texture buttons.
From the drop down list, select your image (it’ll have a circle next to it).
No remapping required.
Er, once you’ve got the proper image, do as Fligh % suggested and hit the little button that looks like a wrapped gift box. This will cause the image to be saved in the .blend file. You can always undo this later, or replace the image, and you’ll avoid problems when relocating your files.
Hope this helps.
Okay, thanks. I always work with the split view you mention when assigning textures. After re-texturing everything (I thought) I was still getting the “more than one texture found” error from my export script. In desperation, I finally pulled the folder containing the old texture file and reloaded the .blend file, which then hi-lited the offending objects. At this point I finally twigged to the procedure you described (this was before I saw your post) and reloaded the texture file from the correct location. Suddenly all was sweetness and light. Thanks for your help.