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…

Example of prefabs

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

cast + receive
only cast
only receive
no cast + no receive

Culling

culling ON
culling OFF

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