Defining character meshes (Legacy)
- Last UpdatedApr 02, 2025
- 2 minute read
Each character can have N number of meshes, each defined by this sub-structure.
The $Mesh structures go into the $CharacterV1 structure.
Types of meshes
There are three types of mesh:
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Skinned: Defined using the bSkinned parameter. They are completely skinned mesh, to exemplify the human body.
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BoneLinked: Defined using the szBoneLink parameter. They are non-skinned meshes but attached to a bones anyway, and will therefore move with her. For example sunglasses.
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Delinked: Defined if the szBoneLink and bSkinned parameters are not defined, or if they are null. They are meshes attached to the human node and then they will move with him, but they are not linked to any particular bone. For example, a bicycle.
Tag
$Mesh
Parameters
szName
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The name of the 3DSMax mesh to use. This value is case insensitive.
bShadowsModel
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Indicates whether this mesh is used to render shadows only.
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If a character has no mesh to use for shadows only, then all the meshes will cast shadows.
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This parameter is useful if you want to specify low-detail mesh only for shadows.
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To a mesh that uses this parameter, it is convenient to assign a simple material, for example the Null material.
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Default: False.
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Range: True or False.
bSkinned
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Indicates whether the mesh is skinned.
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Range: True or False.
szBoneLink
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Indicates that the mesh is linked to a bones and it will move together.
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This type of mesh can not be skinned, so it will remain stiff and will only translate and rotate.
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The mesh should not be exported while it is linked to something in 3DSMax. For example, linked to the bones.
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This parameter and bSkinned can not be used concurrently.
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Default: None.
fMinValidWeight
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Indicates the minimum weight that a vertex can have.
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Under this value the weight is not considered
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It only serves if bSkinned is True.
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Default: 0.01
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Range: [0..1]