Skip to content

Mesh & Parts Preparation ​

The PARTS tab provides geometry preparation, pivot editing, and sub-mesh partitioning tools. Splitting models into discrete parts allows fine-grained control over bone allocation, simulation roles, and grass clump kinematics.

Performance Rule

Any triangles not assigned to an active moving part remain 100% rigid. This prevents computational overhead on heavy base meshes, planters, rocks, or flagpoles.


1. Pivot Editing & Geometry Prep ​

A correct pivot placement at the base of your tree or anchor point of your banner is critical for natural bending physics.

  • Interactive Viewport Pivot (T):
    • Press T to reveal the 3D XYZ translation gizmo positioned on the mesh pivot.
    • Drag the Red (X), Green (Y), or Blue (Z) arrows directly in the viewport to reposition the origin.
    • Use the Pivot X / Y / Z numeric spinners in the panel for exact coordinates.
    • Click Apply Pivot to burn the new pivot into the asset without affecting the source file.
  • Quick Snap Presets:
    • Bottom Center: Automatically aligns the pivot to the geometric center of the lowest bounding vertices (ideal for trees, shrubs, and grass).
    • Top Center: Places the pivot at the highest point (ideal for hanging banners, signs, and cables).
    • Box Center: Centers the pivot within the full 3D bounding box.
    • Snap to Selection: Centers the pivot onto currently selected triangles.
    • Snap to Bone: Snaps the pivot to the active bone position.

2. Selection Modes & Pick Scope ​

Dynamic Wind Studio features an intelligent geometry selection engine:

  • Pick Modes:
    • Island: Selects connected continuous triangle islands with a single click. Ideal for separating individual leaves, fronds, or branches.
    • Material: Selects all triangles assigned to a specific material slot.
    • PolyGroup: Selects based on imported CAD or DCC polygroup boundaries.
    • Triangle: Fine single-triangle selection mode.
    • Smooth (Angle): Surface curvature expansion based on face normal thresholds.
    • Brush (B): Spherical 3D brush selection directly on the mesh surface.
  • Selection Scope:
    • Mesh: Selects across the entire geometry.
    • Part: Restricts selection tools exclusively within the currently active part.
    • Free: Unconstrained picking mode.

3. Advanced Selection Operations ​

ToolShortcutDescription
All / Clear—Selects all triangles or clears the current selection buffer.
Invert—Inverts selection within the active scope.
Unassigned—Highlights all triangles that do not belong to any defined part.
Grow (+) / Shrink (−)—Expands or contracts the current selection boundary by 1 polygon ring.
Attached (+)—Replaces selection with fully attached pieces only.
Orphans—Automatically isolates tiny floating triangles below a specified area threshold.
Hide (H)HHides selected elements from the viewport to access obscured interiors.
Isolate (I)IIsolates the selected element, hiding all other parts.
Unhide AllAlt + HRestores visibility to all hidden mesh parts.

4. Part Roles & Kinematic Configuration ​

Each created part appears as an interactive row in the Configured Mesh Parts table:

  • Part Roles:
    • Rigid: Completely static. Vertices never deform during wind simulation (e.g., heavy root collars, planters, poles).
    • Core: Main structural trunks or structural cables. Receives primary wind bending forces.
    • Mid: Primary boughs, major branches, or secondary cloth sections.
    • Outer: Delicate foliage canopies, leaves, or loose cloth fringes.
  • Follow Mode:
    • Enables bone-less parts (e.g., foliage clusters) to take skinning weights exclusively from a parent part (e.g., branches).
  • Grass Clump Toggle:
    • Unlocks specialized clump kinematics for high-density ground cover. See Skeleton & Rigging Guide for the complete breakdown.
  • Wind Scale:
    • Per-part multiplier: 0.0 = completely still, 1.0 = default wind strength, 2.0 = double amplitude.

Next: 02. Skeleton & Auto-Bones Workflow →