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.
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== Usage == <!--T:2-->
== 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|{{RootFieldType|AssetRef`1|[[Type:Mesh|Mesh]]}}|TypeAdv0=true| The mesh to be rendered. Can be a [[StaticMesh (Component)|StaticMesh]] or a [[:Category:Components:Assets:Procedural Meshes|Procedural Mesh]]
|Materials|Material| A list of materials to be applied to the mesh
|Materials|{{RootFieldType|SyncAssetList`1|[[Type:Material|Material]]}}|TypeAdv1=true| A list of materials to be applied to the mesh
|Bones|Slot| ''Automatically Assigned'' — List of bones present in this mesh
|ExplicitLocalBounds|BoundingBox|
|BlendShapeWeights|Float| ''Automatically Assigned'' — List of blendshapes present in this mesh, and their respective weights.
|Bones|{{RootFieldType|SyncRefList`1|[[Type:Slot|Slot]]}}|TypeAdv9=true| ''Automatically Assigned'' — List of bones present in this mesh
|BlendShapeWeights|{{RootFieldType|SyncFieldList`1|[[Type:Float|Float]]}}|TypeAdv10=true| ''Automatically Assigned'' — List of blendshapes present in this mesh, and their respective weights.
}}
}}
== Behavior ==
== Behavior ==
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{| class="wikitable" style="font-size:10pt;"
{{Table ComponentTriggers
! colspan="2" style="background: lightblue; font-size:10pt;" | Custom UI Elements
|MergeBlendshapes:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true|Combine all blendshapes in to one blendshape, which interpolates between the source blendshapes like a playback timeline
| Separate parts of mesh unaffected by blendshapes
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.