|MergeDoubles:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Merges all the vertices in the exact same place on the mesh.
|MergeDoubles:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Merges all the vertices in the exact same place on the mesh.
|StripEmptyBlendshapes:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Strips blendshapes from the mesh that don't move any vertices.
|StripEmptyBlendshapes:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Strips blendshapes from the mesh that don't move any vertices.
|MergeBlendshapes:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Merges the blendshapes and returns a task that will complete in the future with a boolean.
|StripBlendshapeNormals:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Gets rid of per shapekey normal data
|StripBlendshapeNormals:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Gets rid of per shapekey normal data
|StripBlendshapeTangents:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Gets rid of per shapekey tangent data.
|StripBlendshapeTangents:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Gets rid of per shapekey tangent data.
|TrimBoneWeightCount:[[Type:Func`2|Func`2]]<[[Type:Int|Int]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`2|Func`2]]<[[Type:Int|Int]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Reduces the amount of bones allowed to be weighted to a mesh per vertex.
|ConvertToConvexHull:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape.
|ConvertToConvexHull:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape.
|ConvertToPointCloud:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Creates a mesh that is a cloud of points using the vertices of this mesh.
|ConvertToPointCloud:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Creates a mesh that is a cloud of points using the vertices of this mesh.
|TranslateUVs:[[Type:Func`3|Func`3]]<[[Type:Float4|Float4]], [[Type:Float4|Float4]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`3|Func`3]]<[[Type:Float4|Float4]], [[Type:Float4|Float4]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Transforms the mesh UVs around.
|ResaveMesh:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Resaves the mesh recieved on the client to the cloud. can fix syncing issues with other users.
|ResaveMesh:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Resaves the mesh recieved on the client to the cloud. can fix syncing issues with other users.
|RecalculateNormals:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|RecalculateNormals:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
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|StripBlendshapeNormals:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|StripBlendshapeNormals:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|StripBlendshapeTangents:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|StripBlendshapeTangents:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Use above function instead.
|TrimBoneWeightCount:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Type:Int|Int]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Type:Int|Int]]>|true| Reduces the amount of bones allowed to be weighted to a mesh per vertex.
|TrimBoneWeightCount:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Type:Int|Int]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Type:Int|Int]]>|true| Use above function instead.
|ConvertToConvexHull:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Converts the mesh to a convex hull.
|ConvertToConvexHull:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Converts the mesh to a convex hull.
|ConvertToPointCloud:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Converts the mesh to a point cloud.
|ConvertToPointCloud:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Converts the mesh to a point cloud.
Latest revision as of 21:40, 19 March 2025
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 using the Sync Method BakeMesh()