Mesh Object Output
This node edits the input object’s data based on a new input data.
- Mesh - This option lets you write a mesh to the input
object. Since the mesh carries only the vertices
locations, edge, indices, polygons indices info, uv maps and vertex colors,
those will be the only data in the output object. (A bmesh data carries more
information than the mesh like vertices normals.)
- Bmesh - This option lets you write a bmesh data to the input
object. A bmesh data carry much more information than the mesh,
such extra information like Vertex Normals, Vertex group weights
and Material indices.
- Vertices - This option will only edit the vertices locations,
that is, the input object should already have some data and you are
just editing the vertices locations of this data. This option is
much faster than the Mesh option assuming all you do is
edit the vertices.
- Object - An object to edit. The plus button let you add a new
object and write to it.
- Mesh - Mesh to write to the input object. (Only for
the Mesh option)
- Bmesh - Bmesh to write to the input object. (Only for the Bmesh
- Vertices - Vector list that represents the new locations for the
vertices. (Only for the vertices option)
- Object - The input object.
Advanced Node Settings
- Ensure Animation Data - Make sure that the mesh has animation data so that
it will be exported as animation by exporters (mainly Alembic).
- Validate Mesh - If enabled, animation nodes will check if the
mesh is valid and if not, it will try to correct it as much as
possible. This option should always be enabled to avoid blender
crashes. However, if you are absolutely sure that your mesh is
valid, you should disable it because it slows down execution.
- Print Validation Info - If enabled and Validate Mesh is
enabled, animation nodes will print the procedures taken to fix the
- Calculate Loose Edges - If enabled, the node will compute the loose edge
status of edges. This useful for drawing the mesh in the view-port.