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Mesh Editor
The Mesh Editor edits the data stored in .numshb files like model.numshb. The model.numshb contains the model's vertices and faces as well as vertex skin weights and some rendering settings.
The mesh editor edits additional metadata attached to mesh objects. Editing the vertex geometry should be done in a modeling application like Blender. Click the "Bone Influences" button to view the number of vertices assigned to each bone for a mesh.
Enabling advanced settings allows for deleting meshes and editing rendering related data such as sort bias and depth settings. Changing the sort bias to a positive or negative value can sometimes resolve sorting issues with transparent meshes. Disabling depth testing or depth writes is only needed for some models with multiple layers like Game & Watch or the fairy bottle item. The sub index differentiates mesh objects with the same name and should only be edited if multiple meshes with the same name share a sub index.
The parent bone is used to constrain a mesh object to move with the assigned parent bone. This is similar to parenting in applications like Maya or Blender. A mesh object should have either a parent bone or vertex influences but not both. Most custom models should use vertex weights to avoid visible seams between objects with a parent bone and objects with vertex weights.
Clicking the button will open the Vertex Attributes editor for the mesh object. The attribute names can be changed using the drop downs. If the mesh is missing attributes required by the assigned material, a button will appear prompting to add the missing attributes. After making any changes in the Vertex Attributes window, save the numshb file in the Mesh Editor using File > Save or File > Save As.
The Bone Influences window shows the bone influences assigned to a particular mesh object and how many vertices are influenced by each bone. Vertex weights or influences are grouped by the name of the bone similar to vertex groups in Blender. This window doesn't support editing at this time.