The DataModelMesh serves as a abstract class for mesh classes. The Roblox engine has its own set of meshes which is used by SpecialMesh, as well as the deprecated classes BlockMesh and CylinderMesh. SpecialMesh has a mesh ("MeshId") and image texture ("TextureId") content properties Unlike SpecialMesh, MeshPart has its own collision mesh which is calculated based on the geometry, which can be changed through MeshPart.CollisionFidelity property. MeshPart allows linking content to a mesh file, which yields a physically simulated custom mesh. There are two ways a mesh can be used in a place. The Roblox Developer Wiki had a page on an Anim8or script which allows users to export meshes to the Roblox format (.mesh) in version 1.00 along with install instructions. ![]() The UV texture coordinate (tex_W is unused and should be expected to be zero).Third line represents a set of groups of three vertex points representing a polygon with the amount indicated by num_faces.Second line represents a number of polygons ("num_faces").First line represents a header indicating a version (in this case, must be "version 1.00"). ![]() Version 1.00 is the original version of the format. There are eight versions of the mesh format: Meshes are automatically converted into the Roblox file format in order to able to be used by the engine.
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