Mesh Frames
Mesh Frames is a flipbook of meshes. The particle’s mesh changes through a numbered series of meshes while the particle lives. Only Part emitters have the section.
What it makes possible:
- A splash that rises and collapses. A series of meshes made in a 3D program, played with Mode
OneShot. - A rock that keeps changing shape. Mode
Loop, with Start Random on. - A series of meshes with a series of pictures to match. A flipbook from the Inventory, put on the frames one picture to a mesh.
The rows
Section titled “The rows”The section starts collapsed. Expand it to see the rows.
| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Mode | List | OneShot | None, OneShot, Loop or PingPong. | |
| Framerate | Two numbers | 24 | Frames per second | The speed of Loop and PingPong. Each particle picks a value between the two. Hidden while Mode is OneShot. |
| Start Random | Switch | Off | Each particle starts on a random frame. | |
| Reverse | Switch | Off | Plays the frames backwards. | |
| Frames | Count, with two buttons | 0 | The number of frames. Set from selection fills the frames. Clear removes them. |
How the frames are played
Section titled “How the frames are played”Mesh frames follow the same rules as a flipbook of pictures. Decals and flipbooks gives the rules in full.
| Mode | What plays | Worked figure |
|---|---|---|
| None | Nothing. The particle shows the mesh of the template. | |
| OneShot | The frames once, spread across the particle’s life. Framerate is not used. | 12 frames over a Lifetime of 3 seconds: each mesh shows for 0.25 seconds. |
| Loop | The frames at the Framerate, starting again from the first after the last. | 12 frames at 24 frames per second: 2 loops a second. |
| PingPong | The frames forwards, then backwards, at the Framerate. | 13 frames make a round trip of 24 steps. At 24 frames per second that is one round trip a second. |
Playback follows the particle’s own clock. Timescale slows it, stops it and runs it backwards.
The Size rows keep setting the size of the particle while its mesh changes.
What counts as a frame
Section titled “What counts as a frame”The frames are kept in a folder named MeshFrames, under the emitter. Transform does not make this folder. Set from selection makes it, and so does Insert from the Inventory.
A frame is a child of that folder that is one of these:
- A MeshPart.
- A Part with a SpecialMesh.
Frames are played in the order of their numbered names: 1, 2, 3. A name that is not a number counts as 0. Keep frame names numeric.
What the template must be
Section titled “What the template must be”The RenderTemplate is | How the mesh changes | Frames that play |
|---|---|---|
| A MeshPart | The frame’s mesh is put on the particle. | MeshParts only. A frame that is a Part with a SpecialMesh is skipped, with no message. |
| A Part with a SpecialMesh | The mesh of the SpecialMesh is changed. | MeshParts, and Parts with a SpecialMesh. |
| Anything else | Nothing changes. One warning is printed. | None. |
The warning reads Mesh Frames need a MeshPart or a Part with a SpecialMesh as RenderTemplate.
Set from selection
Section titled “Set from selection”Set from selection takes the meshes selected in Studio and makes them the frames of the emitter.
| Step | Control | Action | Result |
|---|---|---|---|
| 1 | The emitter and the frame meshes | Select together | The Properties panel shows the emitter’s rows. |
| 2 | Properties ▸ Mesh Frames | Expand | The Mesh Frames rows show. |
| 3 | Properties ▸ Mesh Frames ▸ Frames ▸ Set from selection | Press | The Frames count shows the number of frames. A MeshFrames folder under the emitter holds them. |
A frame is a MeshPart, or a Part with a SpecialMesh. The Frames count, Clear, Set from selection and Insert from the Inventory treat both kinds alike.
What it accepts
Section titled “What it accepts”| Selected with the emitter | Used as |
|---|---|
| A MeshPart | One frame. |
| A Part with a SpecialMesh | One frame. |
| A Model | Every frame inside it. |
| A Folder | Each of its direct children that is a frame or a Model. |
The button ignores the emitter itself, every other emitter, and anything inside an emitter.
With nothing usable selected, a message reads Select the frame MeshParts (or a Folder of them) together with the emitter, then press Set.
What it does
Section titled “What it does”- A copy of each mesh is placed in the
MeshFramesfolder of the emitter. - The copies are named
1,2,3and so on. - The copies are made invisible and are placed at the emitter.
- Frames already in the folder are replaced.
The order of the frames
Section titled “The order of the frames”- The frames are put in order by the last number in each name.
- A mesh with no number in its name takes the number from the Model that wraps it. Studio’s 3D importer wraps each mesh in a Model named after its file.
- Numbered frames come first. The rest follow in the order of the Explorer.
- If no name holds a number, the order of the Explorer is kept. A message says so.
Clear removes the frames from the MeshFrames folder. The Frames count returns to 0.
Textures on frames
Section titled “Textures on frames”A frame may carry a texture of its own.
The RenderTemplate is | A frame with a texture | A frame without one |
|---|---|---|
| A MeshPart | The particle takes the frame’s texture. | The particle keeps the texture it is showing. |
| A Part with a SpecialMesh | The texture goes on the particle’s first Decal or Texture. With neither, it goes on the SpecialMesh. | Nothing changes. |
On a frame that is a Part with a SpecialMesh, the frame’s texture is that of its first Decal or Texture. With neither, it is the texture of its SpecialMesh.
When any frame carries a texture, no flipbook of pictures plays on the MeshPart’s own texture or on the first layer. The two would otherwise set the same picture. See Decals and flipbooks.
Textures from the Inventory
Section titled “Textures from the Inventory”A flipbook in the Inventory can be put on a set of frames, one picture to a mesh.
| Step | Control | Action | Result |
|---|---|---|---|
| 1 | Explorer ▸ the emitter ▸ MeshFrames | Select | The folder is highlighted in the Explorer. |
| 2 | Inventory ▸ a flipbook ▸ Details ▸ Insert | Press | Picture 1 is on frame 1, picture 2 on frame 2, and so on. |
- With fewer pictures than frames, the pictures repeat.
- With more pictures than frames, a message reads N flipbook image(s) unused: the sequence has fewer mesh frames.
- The
RenderTemplatealso gets picture 1. A new particle then starts on the right picture. - Any Folder or Model that holds meshes can be selected in place of
MeshFrames. TheRenderTemplateis then not changed.
The picture is written to a different place on each kind of frame:
| The frame is | The picture goes on |
|---|---|
| A MeshPart | The MeshPart’s own texture. |
| A Part with a SpecialMesh | Its first Decal or Texture. With neither, the SpecialMesh. |
A saved set of frames
Section titled “A saved set of frames”The Local Inventory keeps saved sets of frames under MeshFrames. Insert on a saved set acts on the selection:
| Selected | Result |
|---|---|
| One or more Part emitters | Each gets a MeshFrames folder holding the saved frames, named 1, 2, 3 and so on. The frames it had are removed. The Frames count updates. |
| No Part emitter | A Folder named after the entry appears in the Workspace, holding the frames. The Folder becomes the selection. |
The Inventory describes how a set is saved.
Animate mode
Section titled “Animate mode”In Animate mode the frames play on the RenderTemplate itself. The template gets its own mesh and texture back afterwards.
Limits
Section titled “Limits”- Only Part emitters have Mesh Frames.
- The
RenderTemplatemust be a MeshPart or a Part with a SpecialMesh. - On a MeshPart template, only MeshPart frames play.
- A frame whose name is not a number counts as 0 and loses its place in the order.