Incari Studio
2.0
2.0
  • Incari Studio Documentation
  • Getting Started
    • Requirements
    • Installation
  • Interface
    • Logic Editor
    • Project Outliner
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    • Attribute Editor
    • Material Editor
  • Objects
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      • Scene
      • Screen
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  • Toolbox
    • Array
      • Array Value
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      • Concat Arrays
      • Get Array Element
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    • DateTime
      • Date Time Formatter
      • Now (UTC)
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    • Events
      • Keyboard
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    • Flow Control
      • Branch
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      • Select Data
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    • Math
      • Add
      • Boolean
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      • Ceil
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    • Incari
      • List
        • Generate List
        • Next List Entry
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        • Select List Entry
        • Set Active
        • Set Current Index
      • Object
        • Get Alpha
        • Set Alpha
        • Get Scale
        • Set Scale
        • Get Rotation
        • Set Rotation
        • Get Position
        • Set Position
        • Get Visibility
        • Set Visibility
        • Set Tint
        • Get Tint
        • Get Material
        • Set Material
        • Set Text
    • Utilities
      • Group
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  • Overview
  • Mesh
  • Mesh Asset
  • Material
  • Material Asset

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  1. Objects
  2. Scene Objects

Mesh

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Last updated 3 years ago

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Overview

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.

Mesh

Mesh Asset

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.

Material

Material Asset

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.