SkinnedMeshPart#
One part of an imported skinned mesh: a glTF primitive, which exporters write one per source material. Name is that material's name ("" when unnamed). Parts keep file order and cover the mesh's vertices and triangle-list indices in contiguous ranges; the posed mesh draws one corner per index, in index order. Garment is the garment id the part's vertices carry in their _PLUSH_VID attribute (Character Studio: 1 shirt, 2 trunks), 0 for the body or a mesh without garment data. Ranges are valid only for this imported revision.
public sealed record SkinnedMeshPart(string Name, int FirstVertex, int VertexCount, int FirstIndex, int IndexCount, int Garment)Record properties#
| Property | Type | Access | Constructor default |
|---|---|---|---|
Name | string | get; init; | required |
FirstVertex | int | get; init; | required |
VertexCount | int | get; init; | required |
FirstIndex | int | get; init; | required |
IndexCount | int | get; init; | required |
Garment | int | get; init; | required |
Source#
- SkeletalAnimation.cs