|RecalculateNormals()|null|Will recalculate all of the vertex normals on the mesh.
| Name
|RecalculateNormalsMerged()|null|
| Description
|RecalculateTangentsMikktspace()|null|
|-
|RecalculateTangentsSimple()|null|
| Resave Mesh
|FlipNormals()|null|Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh)
| Will generate a new asset and URL, without destroying or modifying the previous one.
|ReverseWinding()|null|Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out")
|-
|MakeDualSided()|null|Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides.
| Recalculate Normals
|ConvertToFlatShading()|null|Duplicates all shared vertices on the mesh, so that the vertex normals for a given face can be perpendicular, resulting in a faceted (or "flat") look.
| Will recalculate all of the vertex normals on the mesh.
|ConvertToConvexHull()|null|
|-
|ConvertToPointCloud()|null|
| Recalculate Normals (Smooth Shading)
|MergeDoubles()|null|
|
|StripEmptyBlendshapes()|null|
|-
|StripBlendshapeNormals()|null|
| Recalculate Tangents (Mikktspace)
|StripBlendshapeTangents()|null|
|
|GetBoneList()|null|
|-
|GetBoneData()|null|
| Recalculate Tangents (Simple)
|TrimBoneWeightCount()|null|Trims the number of bones affecting any vertex in the mesh to 1, 2, 3 or 4 Bones.
|
|ScaleUVs()|null|Multiplies the texture coordinates of the mesh by the given value.
|-
}}
| Flip Normals
| Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh)
|-
| Reverse Winding
| Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out")
|-
| Make Dual Sided
| Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides.
|-
| Convert to Flat Shading
| Duplicates all shared vertices on the mesh, so that the vertex normals for a given face can be perpendicular, resulting in a faceted (or "flat") look.
|-
| Convert to Convex Hull
|
|-
| Convert to Point Cloud
|
|-
| Merge Doubles
|
|-
| Strip Empty Blendshapes
|
|-
| Strip Blendshape Normals
|
|-
| Strip Blendshape Tangents
|
|-
| Get Bone List
|
|-
| Get Bone Data
|
|-
| Trim Vertex Bone Weights To <i>X</i>
| Trims the number of bones affecting any vertex in the mesh to 1, 2, 3 or 4 Bones.
|-
|Scale UVs
|Multiplies the texture coordinates of the mesh by the given value.
|-
|}
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== Examples ==
== Examples ==
Revision as of 20:11, 5 November 2024
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
The StaticMesh component is used to load a static mesh asset from the Uri specified in `URL`
Generally, you will not need to use this component directly, as it is created automatically when importing a new mesh, or when baking a Procedural Mesh