Oven: Mesh
COvenBakeConfig_Mesh
Used for mesh resources.
Applied to: *.fbx
Property name |
Default value |
Description |
All common properties, see COvenBakeConfig_Base |
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Global import scale. For example, if your mesh has been exported in centimeters, but your project is in meters, set this to 0.01 |
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Can be any of the following:
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Overrides the default axis-system to bake the mesh into
Note that if the axis system of the resource does not match the axis-system of the runtime loading it, the mesh data will undergo a runtime axis-system conversion at load-time. |
Geometry |
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If disabled, will not build any geometry (usually disabled for FBX files that only contain an animation path and no geom). |
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Determines which compression algorithm should be used to compress geometry
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Vertex-format in which vertex positions should be stored.
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Vertex-format in which vertex normals should be stored.
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Vertex-format in which vertex tangents should be stored.
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Vertex-format in which vertex UV coordinates should be stored.
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If disabled, will import triangle indices as regular 3-indices per triangle. |
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If enabled, will ignore the normals stored in the original mesh, and rebuild them from scratch using mesh geometry. |
Animation |
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If enabled, will import animations. |
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If enabled, will import the skeleton (required for skeletal animations). |
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Define the bind pose as the first frame of the animation. |
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Enable this for faster CPU skinning. Will reorder vertices in the mesh. |
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Maximum number of bones per vertex. |
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Treshold below which vertex bone weights will be discarded and set to zero. |
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Enable this to avoid your animation offset and make it start at zero. |
Sampling |
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If disabled, will not build the sampling acceleration structures. |
Intersection & Projection |
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If disabled, will not build the KdTree. |
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Controls how the KdTree gets compressed.
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If enabled, will use a much simpler, lower quality, and faster KdTree construction algorithm. |
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Maximum number of vertices a node is allowed to contain before being subdivided. |
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Maximum depth the KdTree branches are allowed to reach. |
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Smallest node size before no more splits happen. |
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Heuristic weight : abstract cost of traversing a node at runtime. |
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Heuristic weight : abstract cost of processing a mesh triangle at runtime. |
UVToPCoords |
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If disabled, will not build the UV to PCoords acceleration structures. |
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Maximum depth the quadtree branches are allowed to reach. |
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Maximum number of triangles a quadtree leaf is allowed to contain before being subdivided. |