Mesh Object Output

Description

This node edits the input object’s data based on a new input data.

Options

  • 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.

Inputs

  • 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 option)
  • Vertices - Vector list that represents the new locations for the vertices. (Only for the vertices option)

Outputs

  • 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 input mesh.
  • 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.