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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
| Tool | Shortcut | Description |
|---|---|---|
| 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) | H | Hides selected elements from the viewport to access obscured interiors. |
| Isolate (I) | I | Isolates the selected element, hiding all other parts. |
| Unhide All | Alt + H | Restores 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.
- Per-part multiplier:

