This tab lists the meshes that have been loaded to the current scene.

In the bottom toolbar you can search a mesh by its name, select unused meshes or delete the selected mesh(es).

Meshes are mutualized between instances. If you copy an instance in the 3D Hierarchy it will reference the same mesh.

In Kinetic you can easily add objects to your scenes : either by using the included prefabs or by importing files created from other 3D software. More information.


Prefabs


Sample of prefabs available in Kinetic Designer

Each prefab has its own parameters in the Editor pane enabling you to modify its geometry.

Parameters for a teapot prefab in Editor panel

It also contains the following information:

Property Description
Vertex Number of vertices composing the mesh
Triangles Number of faces composing the mesh
Visible Defines if the mesh is visible or not
Tag Tag in relation to the Instantiate 3D graph node
Prefab dependent fields One or more other fields may appear according to the prefab to parameterize it
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. shadows Creates shadows with the light coming from projectors
Cast light shadows Creates shadows with the light coming from lights
UV offset x Offset the texture applied along the X axis
UV offset y Offset the texture applied along the Y axis
UV scale x Scale the texture applied along the X axis. Higher values give smaller textures.
UV scale y Scale the texture applied along the Y axis. Higher values give smaller textures.
UV rotation Rotate the texture applied along the Z axis

Imported mesh


Imported meshes also have similar properties in the Editor panel:

Parameters for an imported mesh in Editor panel

Property Description
Vertex Number of vertices composing the mesh
Triangles Number of faces composing the mesh
Tag Tag in relation to the Instantiate 3D graph node
Visible Defines if the mesh is visible or not
Invert Normal Dynamically inverts all the normals of the mesh
Use skeleton If possible, use the deformations of the associated skeleton
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. shadows Creates shadows with the light coming from projectors
Cast light shadows Creates shadows with the light coming from projectors
UV offset x Offset the texture applied along the X axis
UV offset y Offset the texture applied along the Y axis
UV scale x Scale the texture applied along the X axis. Higher values give smaller textures.
UV scale y Scale the texture applied along the Y axis. Higher values give smaller textures.
UV rotation Rotate the texture applied along the Z axis

Cast Shadow / Receive projections


Example of Cast shadow and receive projection Example of no cast shadow and no receive projection
Cast + Receive No Cast + No Receive
Example of Cast shadow but no receive projection Example of no cast shadow but receive projection
Only Cast Only Receive

Note that in Study render mode, when the object is set to receive projections without casting shadows, the projection will also be


Double Sided


Materials have a Double Sided property that can be enabled or disabled in the Editor panel when the material is selected.

When the material is affected to a mesh, this property affects how the mesh will be displayed relative to the camera.

When Double Sided is disabled, meshes that have that material may not display when viewed from certain angles.

Demonstrating when double sided is turned off Demonstrating when double sided is turned on
Double Sided OFF Double Sided ON

Need more help with this?
Don’t hesitate to contact us here.

Thanks for your feedback.