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The SkinnedMeshRenderer component is used for rendering animated/dynamic 3D meshes in the world, and applying materials to that mesh.
||Bool||Determines whether or not this item will be saved to the server.|
||Int||Controls the order in which this component is updated|
||Bool||Controls whether or not this component is enabled|
||Mesh||The mesh to be rendered. Can be a StaticMesh or a Procedural Mesh|
||Material||A list of materials to be applied to the mesh|
||ShadowCastMode||How this object will cast shadows onto the world, or if it only draws a shadow.|
||SkinnedBounds||How the bounds of this mesh will be calculated. Should be left as Static if possible, for performance reasons.|
||Slot||Automatically Assigned — List of bones present in this mesh|
||Float||Automatically Assigned — List of blendshapes present in this mesh, and their respective weights.|
While it can be used for rendering static meshes, it is not recommended as there is a slight performance penalty for using SkinnedMeshRenderer, even if the animation features aren't used — Please try to use MeshRenderer where possible.
|Custom UI Elements|
|Split into separate meshes by material||Will split this mesh into additional submeshes, each having only one material|
|Merge submeshes with same material||Will merge all submeshes that use the same material|
|Separate parts of mesh unaffected by blendshapes||Any part of the mesh that isn't animated by a Blendshape will be separated into a submesh|
|Strip empty blendshapes||Blendshapes that don't animate any vertices will be removed from the mesh|
|Strip empty bones||Bones that aren't weighted to any vertices will be removed from the mesh|
|Visualize bone bounding boxes||Shows the bounding boxes for all of the bones in this mesh|
|Visualize approximate merged bone sphere bounds|
|Remove bone bounding box visuals||Hides the bounding boxes for the bones in this mesh.|