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Meshes

The meshes define the shape of the model.

A model can have several meshes. Each mesh is made of triangles, whose vertices are composed of one or more weights, that in turn are attached to the Skeleton of the model.

Despite its name, it's not the purpose of the Model Editor to modify the positions of weights and vertices, or to provide means to generally shape the meshes. Please see the The Model Editor: Introduction for more details. Instead, the Model Editor focuses on setting details that are specific to the Cafu Engine.

The meshes list

The Meshes pane lists all meshes in the model.

For each mesh,

  • its name,
  • the mesh number, and
  • the mesh material (in the currently selected skin)

is shown.

A single click on a mesh selects it, a double click opens the Mesh Inspector pane as well.

Pressing the F2 key or a single-click on an already selected mesh allows you to rename the mesh in place.

Context menu

An RMB click in the Meshes pane opens the context menu:

  • Inspect/Edit opens the Mesh Inspector pane.
  • Rename allows to rename the mesh.
  • Project new UV-coords… is a tool for hot-fixing models that did not bring proper UV-coordinates, or none at all:


The mesh inspector

The Mesh Inspector pane shows the details of the currently selected mesh.

Name

Shows the name of the currently selected mesh. The name can be edited in order to rename the mesh.

Material

Tangent-space method

Cast shadows

This setting determines whether the mesh casts shadows when lit by a dynamic light source.

This can be useful for performance tuning, e.g. in order to not have shadows casts for very small meshes that implement model details, or generally for models that are very far away, or never seen in a context where shadows play a role.

Statistics

The last three numbers show the number of triangles, vertices and weights in the mesh. They cannot be changed.


modeleditor/meshes.1332675200.txt.gz · Last modified: 2013-01-07 12:07 (external edit)