Mesh
Last updated
Last updated
In other 3D applications, it is quite common to apply materials and textures directly to a 3D mesh. In Incari though, we have a specific Mesh Object which contains separate references to the 3D Asset (the mesh data) and Incari's own Material file, which contains Shader and Texture information.
Like any other Scene Object, we can manipulate the Position, Rotation and Scale of a Mesh using the Transformation Attributes and adjusting its Rotation Pivot.
The Mesh Asset
Attribute contains a reference to a 3D file in your Asset Manager. We currently have limited support for .3ds, .ply, .dae and .fbx files. However, we recommend using .obj as the importer is well tested and rarely has any issues.
When you drag and drop a mesh from the Asset Manager into your Scene, a Mesh Object is automatically created. If you need to assign the Asset manually, however, you can simply drag and drop the Asset onto the Asset slot of the Attribute.
The Material Asset
Attribute is used to apply a Material Asset to a Mesh. Materials can be created in the Asset Manager and edited in the Material Editor.
To assign a Material Asset to the Attribute, drag and drop it onto the Asset slot of the Attribute.