Meshes are a subclass of objects. Meshes are different from objects of the other types in a sense that they have geometric structure that is visible in the scene. All objects user can see in a scene are either meshes or converted to meshes on export (like the
SURFACE type objects).
This chapter provides an overview of the
MESH type object parameters and settings, as well as the API functions to work with them.
MESH objects can be divided into static and dynamic.
Static meshes are meshes that can be merged together if they have the same material.
Dynamic meshes are meshes that cannot be combined with each other.
Merging of static meshes - so called batching - is performed automatically when the scene is loaded in order to optimize the number of draw calls. The conversion is performed even if there is just one object in the scene. The center of the resulting mesh is located in the origin.
Meshes that have animation, physics or a parent, which is a dynamic object, are considered dynamic.
Meshes have all settings of the objects and several additional settings.
This section is used to override bounding volumes. Such volumes are used to check object’s visibility, to handle collisions and physics interaction. By editing them, you can achieve various effects.
Override Bounding Volumes section can be found on the
Blend4Web panel (beside the normals editor.).
Show the bounding volumes in the Blender viewport. This option works only if the
Override Mesh Boundingsparameter is enabled. The volume can be rendered as a rectangular cuboid or as a combination of circles or ellipses. More than one method of rendering can be active at the same time (even all three methods can be enabled simultaneously).
The selected rendering method does not affect the bounding volume shape, only the way it is represented in the viewport.
Override Mesh Boundings
- MinX and MaxX
- The volume’s X dimensions. By default, MinX = -1, MaxX = 1
- MinY and MaxY
- The volume’s Y dimensions. By default, MinY = -1, MaxY = 1.
- MinZ and MaxZ
- The volume’s Z dimensions. By default, MinZ = -1, MaxZ = 1
Morph targets can be added using Blender’s standard
Mesh > Shape keys interface.
The engine supports all shape key options under the “Relative” type.
To set a shape key value, use the
apply_shape_key method of the
The object must have
Export Shape Keys parameter enabled.
var obj = m_scenes.get_object_by_name("Object");
m_geometry.apply_shape_key(obj, "Key 1", 0.5);