This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Skinned Mesh

A  skinned mesh is an object that can contain both mesh geometry and animation data. It is usually used for rendering characters with a bone-based animation or a morph target animation (also known as blend shapes).

The animation data and the mesh geometry can be stored in a single .mesh file or in separate .mesh and .anim files. Separate files are usually used for complex objects with a number of animation (for example, characters), single file is usually used for simple objects (for example, lift doors).

Skinned meshes are created in the third-party graphics programs (such as 3ds Max, Maya, etc.) and can be converted to the Unigine native format via plugins to 3D editors (.mesh and .anim).

Most of the operations with the skinned mesh are performed via scripts, but you can do some of them via UnigineEditor:

  • Add a skinned mesh
  • Load a skinned mesh and animation
  • Adjust animation settings
Notice
  • The maximum number of bones per surface is 128.
  • The maximum number of active morph targets is 7.
  • The maximum number of surfaces organized in hierarchy in skinned mesh is 32768.

See Also

Adding a Skinned Mesh

To add a skinned mesh to the scene via UnigineEditor, do the following:

  1. Run UnigineEditor.
  2. On the Menu bar, click Create -> Object -> Mesh Skinned.

  3. In the dialog window that opens, choose the path to the .mesh file.
  4. Place the mesh somewhere in the world.
Notice
You can change the path to the mesh at any time in the MeshSkinned tab.

Loading a Skinned Mesh and Animation

To replace a loaded skinned mesh with a new one, do the following:

  1. Choose the mesh in the Nodes panel and go to the MeshSkinned tab.
  2. In the Mesh field choose the path to the new .mesh file.

To add an animation or replace the existing with a new one via UnigineEditor, do the following:

  1. Choose the mesh in the Nodes panel and go to the MeshSkinned tab.
  2. In the Anim field choose the path to the new .anim file.

Setting Up Animation

You can perform the following operations with skinned meshes animation via UnigineEditor:

MeshSkinned tab
Loop Play an animation in a loop.
Controlled Set the flag identifying that the mesh animation is controlled by a parent skinned mesh.
Time Set the animation time, in animation frames. The time count starts from the zero frame. If the time is set to be between frames, animation is blended. If the time is set outside the animation frame range, the animation is looped.
Speed The multiplier of the animation playback time.
Play Start the animation playback.
Stop Stop the animation playback.
Last update: 2017-07-03
Build: ()