Object List
Imported models are managed by the object list. It is created automatically when you import the model, so you do not need to change the settings except in special cases.
- Display ON/OFF of the object list panel
- Switching the display of meshes
- Unassociated meshes
- toolbar
- Settings Dialog
Display ON/OFF of the object list panel
To show or hide the object list panel, go to "Object List" in "View" in the menu or "Object List" in the sidebar.
Switching the display of meshes
If an object is associated with a mesh, you can toggle the partial display of the mesh by clicking the eye icon to the left of the object name.
Unassociated meshes
If an object is not associated with a mesh, the item in the list is marked ×. Objects marked with this mark have no editing meaning. You can change the mesh association when importing model data or in the Object Settings dialog.
toolbar
addition
Add an object. It is used to associate a mesh with a new mesh, such as when a mesh is added in modeling software. Other than that, I basically do not use it.
deletion
Delete the object. It is used when there are extra objects, such as when a mesh is deleted in modeling software. Other than that, I basically do not use it.
establishment
Open the object's settings dialog. For details, please refer to "Settings Dialog".
Settings Dialog
Press the "Settings" button in the object list or double-click the list to open the settings dialog.
Select the object whose settings you want to change from the list on the left.
Object Name
The name of the object. It can be optional.
Alphanumeric name of the object
Used when the object name can contain only alphanumeric characters when saved to a separate file.
Registered meshes
A list of imported meshes appears. Here you can associate objects with meshes.
Mesh line and dot colors
When you display lines and points in your model, you can specify a color for each object. However, you should not use the entire color in your preferences.
Corresponding bones
Without setting the bone weight, you can associate the vertices of the mesh with the specified bones. However, blending is not possible.
Priority of the corresponding bone
The priority to associate the mesh vertex with the specified bone. The larger it is, the more preferential it is associated over the vertex weight or databox.