VMDL/Mesh: Difference between revisions
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Meshes represent the render geometry of the model. | Meshes represent the render geometry of the model. | ||
== Display == | == Display == |
Revision as of 18:09, 15 May 2020
Template:Otherlang2 Meshes represent the render geometry of the model.
Display
- To toggle mesh display go Display > Polygons.
Create
- Use the Model >Mesh >Add Mesh menu item.
Edit
- Meshes are accessible via the outliner, and are found under the Mesh List item.
- Select a mesh item to edit in the Property Editor.
Data Structures
The vmdl hitbox data looks like this
CVmeshList m_meshList = CVmeshList
{
CVmesh[] m_meshList =
[
]
}
m_meshList
A list of CVmesh elements

CVmesh
In a vmdl a mesh looks like this:
CVmesh
{
string m_meshName = "test"
string m_meshFile = "models/test/fbx/test.fbx"
string m_materialSearchPath = ""
bool m_bSkinParentedObjects = false
bool m_bExpensiveTangents = false
bool m_bExpensiveVertices = false
CVmorphInfo* m_pMorphInfo = NULL
}
Attribute | Friendly Name | Description | Type | Default Value |
---|---|---|---|---|
m_meshName | Mesh Name | The name of the mesh | string | |
m_meshFile | Mesh File | content relative path to the external mesh file | string | |
m_materialSearchPath | Material Search Path | content relative path to an additional search path for materials | string | |
m_bSkinParentedObjects | Skin Parented Objects | rigid bind meshes that are parented to other objects | bool | true |
m_bExpensiveTangents | Use Expensive Tangents | Use uncompressed tangents when compiling | bool | false |
m_bExpensiveVertices | Use Expensive Vertex Welding | Reduce the vertex weld threshold when compiling | bool | false |
m_pMorphInfo | Morph Info | Override default morph compiling options | CVmorphInfo* |

