In this panel you have access to the complete list of meshes of the scene.
Thanks to the toolbar you can search a mesh by its name, select unused meshes and delete the mesh selection.
In Kinetic you can easily add objects to your scenes. Either by using the prefabs included in the software or by importing files from software such as Maya, Cinema4D, Blender…
Prefabs
Each prefab has its own editor, they allow to modify its geometry.
You will find the following information:
Vertex | number of vertices composing the mesh |
---|---|
Triangles | number of faces composing the mesh |
Visible | defines if the mesh is visible or not |
prefab dependent fields | several fields can appear in order to parameterize the prefab |
If you have selected an instance of the mesh, you will have the following editors:
Material | material to be applied to the instance |
---|---|
Render | defines the type of rendering: “Fill” (by default) renders the object normally, “Wireframe” renders the object only with its edges |
Receive proj. | the object receives the different textures projected in the scene by the projectors (see below) |
Cast proj. | created a shadow cast in the scene (see below) |
UV offset x | allows to modified the existing uvs by adding an offset to the x-coordinate |
UV offset y | allows to modified the existing uvs by adding an offset to the y-coordinate |
UV scale x | allows to modified the existing uvs by multiplying the x-coordinate |
UV scale y | allows to modified the existing uvs by multiplying the y-coordinate |
UV rotation | allows to modified the existing uvs by rotating around the z-coordinate |
Imported mesh
All the imported meshes have the same editor where you will have the following information:
Vertex | number of vertices composing the mesh |
---|---|
Triangles | number of faces composing the mesh |
Visible | defines if the mesh is visible or not |
Invert Normal | dynamically inverts all the normals of the mesh |
Culling enable | hides the back of the faces (see below) |
Use skeleton | if possible, use the deformations of the associated skeleton |
If you have selected an instance of the mesh, you will have the following editors:
Material | material to be applied to the instance |
---|---|
Render | defines the type of rendering: “Fill” (by default) renders the object normally, “Wireframe” renders the object only with its edges |
Receive proj. | the object receives the different textures projected in the scene by the projectors (see below) |
Cast proj. | created a shadow cast in the scene (see below) |
UV offset x | allows to modified the existing uvs by adding an offset to the x-coordinate |
UV offset y | allows to modified the existing uvs by adding an offset to the y-coordinate |
UV scale x | allows to modified the existing uvs by multiplying the x-coordinate |
UV scale y | allows to modified the existing uvs by multiplying the y-coordinate |
UV rotation | allows to modified the existing uvs by rotating around the z-coordinate |
Cast/receive projections
Culling
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