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authorRémi Verschelde <remi@verschelde.fr>2022-09-14 09:57:02 +0200
committerGitHub <noreply@github.com>2022-09-14 09:57:02 +0200
commitd9e974cdb0ffa22053c81a214413c1d7b5d8cfcc (patch)
tree3194aecf3f8ba2138b7093cac9100f85a9362791 /doc
parent240fb8666a98b50b18bbf1496c6ce1ff56be288b (diff)
parent13f5c6212432bcc611364ca5df7fd67da37e3929 (diff)
downloadredot-engine-d9e974cdb0ffa22053c81a214413c1d7b5d8cfcc.tar.gz
Merge pull request #65493 from V-Sekai/lod_scaling
Fixes LOD scaling issues on skinned meshes.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/ImporterMesh.xml2
1 files changed, 2 insertions, 0 deletions
diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml
index 3c3dbe4d87..1c9655c266 100644
--- a/doc/classes/ImporterMesh.xml
+++ b/doc/classes/ImporterMesh.xml
@@ -43,10 +43,12 @@
<return type="void" />
<param index="0" name="normal_merge_angle" type="float" />
<param index="1" name="normal_split_angle" type="float" />
+ <param index="2" name="bone_transform_array" type="Array" />
<description>
Generates all lods for this ImporterMesh.
[param normal_merge_angle] and [param normal_split_angle] are in degrees and used in the same way as the importer settings in [code]lods[/code]. As a good default, use 25 and 60 respectively.
The number of generated lods can be accessed using [method get_surface_lod_count], and each LOD is available in [method get_surface_lod_size] and [method get_surface_lod_indices].
+ [param bone_transform_array] is an [Array] which can be either empty or contain [Transform3D]s which, for each of the mesh's bone IDs, will apply mesh skinning when generating the LOD mesh variations. This is usually used to account for discrepancies in scale between the mesh itself and its skinning data.
</description>
</method>
<method name="get_blend_shape_count" qualifiers="const">