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+ | ====== Mesh Anchors ====== | ||
+ | Mesh anchors specify attachment points on mesh assets. | ||
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+ | {{ :: | ||
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+ | The only 3D branch in this image is the one protruding from the lower left. The rest are meshes with branch and leaf structure maps created using the [[atclusters|cluster]] technique. | ||
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+ | Now let's examine this image of the generator hierarchy for this model. | ||
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+ | {{ :: | ||
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+ | The last 3D branch is selected. | ||
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+ | {{ :: | ||
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+ | Each mesh anchor is given an integer ID from 1 to 5. Use the " | ||
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+ | ===== Best Practices ===== | ||
+ | The following list contains some tips to keep in mind when using mesh anchors. | ||
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+ | * The only place to edit mesh anchors is the [[toolcutout_editor|Cutout Editor]] -- they cannot be assigned to meshes created in other applications. | ||
+ | * The [[atclusters|cluster]] technique is often the easiest way to create the maps needed for this technique. | ||
+ | * Mesh anchors work even if the parent mesh has been folded, curled, flipped, or otherwise deformed. | ||
+ | * When stacking leaves on leaves it may be necessary to zero out the wind (or at least carefully tune the profile curve) on the base leaf to avoid separation when wind is enabled. | ||
+ | * If your meshes have multiple LODs, mesh anchors **must be assigned to each LOD**. | ||
+ | * This technique is far more commonly used in real-time models than it is for VFX models. | ||