Cheetah3d boolean5/1/2023 Is it possible to 'break' a Mesh down into its individual polygons and place them into an array? What I would like to do with a basic mesh is 'explode' its polygons off at random velocity in the direction of the polygon faces. I had a brief look at Mesh.GetTriangles but I'm a little confused as this returns int! - so I think this is a non starter. Would I be correct to suggest that vertices, vertices and vertices would be the first poly/face?ĭo I then need to Normalize the Cross Product on the Vectors to get the face direction? Then I had a look at Mesh.vertices which makes a little more sense as it returns Vector3 (which I assume is the coordinates of the vertices). This turns me to my final question which is 3D in general (I am very new to this area.) When I export my Model from Cheetah3D a lot of the polygons have 4 vertices. When they are imported into Unity are they converted to triangle meshes?Ī lot of questions I know - any help would be much appreciated.Ĭlick to expand.I'm fairly certain that Unity converts all polygons with more than 3 sides into triangles on import.Īs for 'exploding a mesh', I haven't actually done this in Unity, but I've written similar code in other projects. Here's how I would most likely proceed:ģ. Create a mesh for the game object (you'll need a filter and a renderer)Ĥ. It added a UI update, a new renderer, NGon Booleans, movie textures. Assign the mesh data for the triangle in question to the new meshĥ. Cheetah3D is a computer graphics program for 3D modelling, animation and rendering. Assign the new object an initial velocity of normal * initialSpeed Compute the face direction as the cross product of two of its edges (there are normals stored with the mesh, but they're vertex normals rather than face normals)Ħ.
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