Difference between revisions of "SkinnedMeshRenderer (Component)"
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|Name=SkinnedMeshRenderer | |Name=SkinnedMeshRenderer | ||
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− | == Intoduction == | + | == Intoduction == <!--T:1--> |
The '''SkinnedMeshRenderer''' component is used for rendering animated/dynamic 3D meshes in the world, and applying materials to that mesh. | The '''SkinnedMeshRenderer''' component is used for rendering animated/dynamic 3D meshes in the world, and applying materials to that mesh. | ||
− | == Usage == | + | == Usage == <!--T:2--> |
{{Table ComponentFields | {{Table ComponentFields | ||
|Mesh|Mesh| The mesh to be rendered. Can be a [[StaticMesh (Component)|StaticMesh]] or a [[:Category:Components:Assets:Procedural Meshes|Procedural Mesh]] | |Mesh|Mesh| The mesh to be rendered. Can be a [[StaticMesh (Component)|StaticMesh]] or a [[:Category:Components:Assets:Procedural Meshes|Procedural Mesh]] | ||
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== Behavior == | == Behavior == | ||
+ | <!--T:3--> | ||
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 (Component)| MeshRenderer]] where possible. | 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 (Component)| MeshRenderer]] where possible. | ||
− | === Special Functions === | + | === Special Functions === <!--T:4--> |
+ | <!--T:5--> | ||
{| class="wikitable" style="font-size:10pt;" | {| class="wikitable" style="font-size:10pt;" | ||
! colspan="2" style="background: lightblue; font-size:10pt;" | Custom UI Elements | ! colspan="2" style="background: lightblue; font-size:10pt;" | Custom UI Elements | ||
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|} | |} | ||
− | == Examples == | + | == Examples == <!--T:6--> |
− | == Related Components == | + | == Related Components == <!--T:7--> |
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|SkinnedMeshRenderer (Component){{#translation:}}]] | [[Category:Components{{#translation:}}|SkinnedMeshRenderer (Component){{#translation:}}]] | ||
[[Category:Components:Rendering{{#translation:}}|SkinnedMeshRenderer (Component){{#translation:}}]] | [[Category:Components:Rendering{{#translation:}}|SkinnedMeshRenderer (Component){{#translation:}}]] |
Latest revision as of 07:04, 13 February 2023
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Intoduction
The SkinnedMeshRenderer component is used for rendering animated/dynamic 3D meshes in the world, and applying materials to that mesh.
Usage
Fields | ||
---|---|---|
Name | Type | Description |
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated |
Enabled
|
Bool | Controls whether or not this component is enabled |
Mesh
|
Mesh | The mesh to be rendered. Can be a StaticMesh or a Procedural Mesh |
Materials
|
Material | A list of materials to be applied to the mesh |
MaterialPropertyBlocks
|
MaterialPropertyBlock | |
ShadowCastMode
|
ShadowCastMode | How this object will cast shadows onto the world, or if it only draws a shadow. |
SortingOrder
|
Int | |
BoundsComputeMethod
|
SkinnedBounds | How the bounds of this mesh will be calculated. Should be left as Static if possible, for performance reasons. |
ProxyBoundsSource
|
SkinnedMeshRenderer | |
Bones
|
Slot | Automatically Assigned — List of bones present in this mesh |
BlendShapeWeights
|
Float | Automatically Assigned — List of blendshapes present in this mesh, and their respective weights. |
Behavior
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.
Special Functions
Custom UI Elements | |
---|---|
Name | Description |
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. |