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Version: 3.4.20 (unreleased)

Triangular Meshes

Right-click commands for the Triangular Meshes branch of the Data Tree — the branch header and its folders, and each mesh. Under each mesh are seven nodes with menus of their own: Attributes, Graph Networks, Textures, Paint Overlay Layers, Projective Images, Photogrammetric Images and Tie Points.

Source resources: IDR_DT_MESH_ITEM, IDR_DT_MESHGROUP.

Item Context Menu​

Right-click a mesh in the Data Tree.

Actions​

  • Navigate To — Navigate to the item in the 3D view (ID_POPUP_ITEM_GOTO)
  • Set As Active — Activate the current object to access its extended menu. (ID_PCLPOPUP_MAKEACTIVE)
  • Toggle Visibility — Toggle visibility (ID_VISIBILITY_HIDDEN)
  • Hide (Keep in Memory) — Stop drawing the mesh without unloading it, so showing it again is instant. Ticked while hidden. (ID_MESH_TOGGLE_HIDDEN)
  • Re Link — Re-point this mesh at its source file after the file has been moved or the project relocated. (ID_MESH_RELINKTOPROJECT)
  • Group — Group the selected items into a single project tree entry. (ID_PROJEXP_GROUP)
  • Ungroup — Ungroup the selected group, restoring its contents to the parent. (ID_PROJEXP_UNGROUP)
  • Create Seismic... — Build a synthetic seismic volume from this surface. (ID_MESH_CREATE_SEISMIC)
  • Add Test Facies + Impedance... — Add synthetic facies and acoustic-impedance attributes, for testing the seismic modelling workflow. (ID_MESH_CREATE_TEST_ATTRIBS)
  • Drape Seismic onto Mesh... — Sample a seismic volume onto this surface. (ID_MESH_DRAPE_SEISMIC)
  • Create Modelling Grid... — Build a corner-point grid over this model. Experimental and not switched on in a standard session. See Modelling Grids and Variograms. (ID_CREATE_MODELLING_GRID)
  • Plan Drone Survey — Plan a drone flight that photographs this mesh again at a finer resolution, and export it as mission files. The survey appears under Drone Surveys in the Interpretation tree; triangles selected on the mesh become its Focus area. See Drone Survey Planning. (ID_MESH_PLAN_DRONE_SURVEY)
  • M3C2 Comparison... — Compare this mesh against another with the M3C2 algorithm. See M3C2 Comparison. (ID_MESH_M3C2_COMPARE)
  • Duplicate — Create a duplicate copy of this mesh in the project. (ID_MESH_DUPLICATE)
  • Export — Export this mesh to a file in a chosen format. (ID_MESH_EXPORT)
  • Prepare for Outcrop.io... — Build this mesh's level-of-detail package for Outcrop.io, then offer to upload it. See Preparing a model for Outcrop.io. (ID_MESH_PREPARE_OUTCROPIO)
  • Reload Original — Reload the mesh from its original source file, discarding edits. (ID_MESH_RELOADMESH)
  • Mark As Modified — Flag this mesh as modified so changes are tracked for saving. (ID_MESH_FLAGASEDITED)
  • Delete — Delete this object from the project. (ID_POPUP_ITEM_DELETE)
  • Refresh Object Tree — Refresh this mesh's entry in the project tree. (ID_MESH_REFRESHTREE)
  • Reveal In Explorer — Open the folder containing the mesh's source file in Windows Explorer. (ID_MESH_REVEALINFILEEXPLORER)
  • Cancel Operation — Cancel the operation currently running on this mesh. (ID_DEFAULTITEM_ENDPROCESS)
  • Rename — Rename this mesh in the project tree. (ID_ITEM_RENAME)

Surface Generator submenu​

Only shown for surfaces generated from interpretation data (see the Surface Gridding guide).

  • Regenerate — Re-run the surface generator on the current source interpretation, whatever the Auto Rebuild setting says. Use it after a bulk edit, or after changing a parameter with automatic rebuilding switched off. (ID_MESH_GENERATOR_RUN)

  • Paste Orentation — Re-orient the gridding plane from an orientation on the clipboard (use Copy Orientation on a structural measurement first); useful for steeply dipping surfaces. Greyed out until an orientation is on the clipboard. (ID_MESH_GENERATOR_ORIENT)

  • Edit Faults... — Open the fault dialog to add, remove or re-type the surface's fault definitions, then rebuild. Each fault names its own traces, so a fault trace does not have to live in a particular polyline group. See Faults & breaklines. (ID_MESH_GENERATOR_EDIT_FAULTS)

    Fault definitions belong to the 2.5D kriged grid only, so this entry is greyed out on an implicit (3D) surface — selecting it there reports "Fault definitions apply to kriged (2.5D grid) surfaces only."

The generator's own parameters — the gridding method and its settings, Auto Rebuild, and the read-only Defined Faults and Blocks counts — are in the mesh's property sheet, not on this menu. See the Surface Gridding guide and Implicit Surfaces.

Selection submenu​

  • Isolated Triangles — Select triangles that share no edges with any other triangle. (ID_OPERATIONS_SELECTISOLATEDTRIANGLES)
  • Progressive Component Select... — Split the mesh into disconnected pieces and select them smallest-first with a slider, to delete the fragments a photogrammetric mesh leaves behind. The largest piece is always kept. See Preparing a Model for Interpretation. (ID_OPERATIONS_PROGRESSIVE_SELECT)
  • Inside Visible Polylines — Select triangles whose centroids fall inside the currently visible polylines. (ID_MESH_SELECTINSIDEVISIBLEPOLYLINES)
  • Overlapping Triangles — Select triangles that overlap others in the mesh. (ID_OPERATIONS_SELECTOVERLAP)
  • Deselect All — Deselect all currently selected triangles. (ID_OPERATIONS_DESELECTALL)
  • Delete Selected — Delete the currently selected triangles from the mesh. (ID_OPERATIONS_DELETESELECTED)
  • Decimate Selected — Decimate only the selected region of the mesh, preserving detail elsewhere. (ID_OPERATIONS_DECIMATESELECTED)

Quality & Cleanup submenu​

  • Filters
    • Voxel 2D — Subsample vertices to one per 2D (X-Y) voxel cell. (ID_POINTCLOUD_FILTERS_VOXEL2D)
    • Voxel 3D — Subsample vertices to one per 3D voxel cell. (ID_POINTCLOUD_FILTERS_VOXEL3D)
  • Smooth Surface — Smooth the mesh surface to reduce noise and small irregularities. (ID_MESH_SMOOTH)
  • Decimate — Make a copy of the mesh with fewer triangles in the background, named <name> decimated; the original is kept, and a textured mesh keeps its texture. See Decimate. (ID_MESH_DECIMATE)
  • Remove
    • Edges Greater Than Length — Remove triangles whose longest edge exceeds a specified length. (ID_MESH_REMOVEMAXEDGES)
    • Edges Less Than Length — Remove triangles whose longest edge is shorter than a specified length. (ID_OPERATIONS_REMOVEMAXEDGE_LESSTHAN)
    • Edges From Selected — Remove long edges within the current selection only. (ID_MESH_REMOVEMAXEDGES_SELECTED)
    • Degenerate Triangles — Remove triangles with zero area or coincident vertices. (ID_OPERATIONS_REMOVEDEGENERATETRIANGLES)
    • Unused Vertices — Remove vertices that are not referenced by any triangle. (ID_OPERATIONS_REMOVEUNUSEDPOINTS)
    • Duplicate Vertices — Merge vertices that share the same position into a single vertex. (ID_OPERATIONS_REMOVEDUPLICATEPOINTS34111)
  • Restructure
    • Optimize Triangle Angles — Flip edges to make triangles more equilateral and improve mesh quality. (ID_OPERATIONS_CHECKINTERNALANGLES)
    • Relink Connectivity — Rebuild triangle connectivity from vertex positions. (ID_MESH_RELINKTRIANGLES)
    • Check Orientations — Check and report inconsistent triangle winding orientations. (ID_OPERATIONS_CHECKORIENTATIONS)
    • Remesh Surface — Remesh the surface to produce a more uniform triangulation. (ID_MESH_RE)
    • Reverse Winding — Reverse the winding order of all triangles, flipping their facing direction. (ID_OPERATIONS_REVERSETRIANGLES)
    • Correct Winding — Make triangle winding consistent across the whole mesh. (ID_OPERATIONS_CORRECTWINDING)
    • Optimize Structure — Reorganise the internal mesh layout for faster rendering and processing. (ID_MESH_OPTIMISE_STRUCTURE)
    • Optimize For Textures — Reorder mesh data to improve texture sampling efficiency. (ID_RESTRUCTURE_OPTIMISEFORTEXTURES)
  • Regenerate Vertex Normals — Recalculate vertex normals from triangle geometry. (ID_OPERATIONS_REGENERATENORMALS)
  • Upgrade Format — Upgrade the mesh to the current internal storage format. (ID_OPERATIONS_UPGRADEMESH)

Transform submenu​

  • Scale — Scale the mesh by a factor along one or more axes. (ID_OPERATIONS_SCALE)
  • Rotate — Rotate the mesh around a chosen axis and pivot point. (ID_MESH_OPERATIONS_ROTATE)
  • Translate — Translate the mesh by a specified offset. (ID_PROJEXP_TRANSLATE)
  • Remove Dip — Rotate the mesh so its best-fit plane is horizontal (removes mean dip). (ID_OPERATIONS_REMOVEDIP)
  • Clamp To Boundaries — Clamp mesh vertices to a bounding box or surface limits. (ID_TRANSFORMS_CLAMPLIMITS)
  • Swap X and Y Axes — Swap the X and Y coordinates of all vertices. (ID_SWAPAXES_SWAPXANDY)
  • Swap X and Z Axes — Swap the X and Z coordinates of all vertices. (ID_SWAPAXES_SWAPXANDZ)
  • Swap Y and Z Axes — Swap the Y and Z coordinates of all vertices. (ID_SWAPAXES_SWAPYANDZ)
  • Coordinate Conversion
    • Between Coordinate Systems (CRS) — Reproject the mesh from one coordinate reference system to another. (ID_CONVERTCOORDINATES_CRSTOCRS)
    • Meters to Feet — Convert vertex coordinates from metres to feet. (ID_PCLPOPUP_CONVERT_METRESTOFEET)
    • Feet to Meters — Convert vertex coordinates from feet to metres. (ID_PCLPOPUP_CONVERT_FEETTOMETRES)
    • Suggest UTM Zone — Suggest a suitable UTM zone for the mesh based on its position. (ID_CONVERTCOORDINATES_SUGGESTUTMZONE)
  • Selected Triangles
    • Set Z Value — Set a fixed Z value for the vertices of the selected triangles. (ID_SELECTEDTRIANGLES_SETZVALUE)

Attributes & Analysis submenu​

  • Geometry
    • Tensor Analysis — Compute the moment tensor of triangle orientations to find principal directions. (ID_ATTRIBUTES_TR_TENSORANALYSIS)
    • Coplanarity — Compute how coplanar each triangle is with its neighbours. (ID_ATTRIBUTES_COPLANARITY)
    • Elevation — Store the elevation (Z) of each triangle as a per-triangle attribute. (ID_ATTRIBUTES_TR_ELEVATION)
    • Range — Compute the range (distance from a reference) of each triangle. (ID_ATTRIBUTES_TR_RANGE)
    • Dip Angle — Compute the dip angle of each triangle relative to horizontal. (ID_ATTRIBUTES_TR_DIP)
    • Azimuth — Compute the dip azimuth (direction of maximum dip) of each triangle. (ID_ATTRIBUTES_TR_AZIMUTH)
    • Directional Curvature — Compute surface curvature along a specified direction. (ID_ATTRIBUTES_DIRECTIONALCURVAT)
    • Dimensionality Report — Report how three-dimensional the mesh is: normal fabric, height-field test, extent, scale and topology, and plot its poles on a stereonet. Also sorts the triangles into rock, vegetation and cover from their texture colour and geometry, with the thresholds set in its dialog. Writes the Fabric Dip, Fabric Azimuth, Exposure, Greenness and Roughness triangle attributes. See Mesh Dimensionality Report. (ID_ATTRIBUTES_MESHDIMENSIONALITY)
    • Roughness Map — Map the surface's roughness from the power spectra of its profiles in windows across it: the spectral pre-factor, the Hurst exponent and the spread, down-dip and along strike. Asks for the window side and writes the Roughness Log Prefactor Dip / Strike, Roughness Hurst Dip / Strike and Roughness Spread triangle attributes. See Roughness Map. (ID_ATTRIBUTES_ROUGHNESSMAP)
  • Triangle Properties
    • Area — Compute the surface area of each triangle. (ID_ATTRIBUTES_TR_AREA)
    • Maximum Edge Length — Compute the length of the longest edge of each triangle. (ID_ATTRIBUTES_MAXIMUMEDGELENGTH)
    • Centroids — Compute the centroid (geometric centre) of each triangle. (ID_ATTRIBUTES_CENTROIDS)
  • Statistical
    • Fisher K Value — Compute the Fisher K concentration of triangle orientations over a moving neighbourhood. (ID_ATTRIBUTES_FISHERKVALUE)
    • P21 Map — Compute fracture intensity over a search sphere: P21 (trace length per area), plus P32 (area per volume) and P33 (porosity). Prompts for radius, aperture, glyph shape and weighting kernel. See Fracture Intensity Mapping. (ID_ATTRIBUTES_P21MAP)
    • Radial Basis Function (RBF) Area — The quick path to the same intensity calculation, prompting only for the search radius (default kernel and glyph settings). See Fracture Intensity Mapping. (ID_ATTRIBUTES_RBFAREA)
  • Geotechnical
    • Slope Stability... — Slope stability: fit the slope face around every point, at one radius or at the bench, inter-ramp and overall scales, and test planar sliding, wedge sliding, flexural and direct toppling against discontinuity sets (orientation folders or project Sets), with factors of safety and the probability of failure if asked. Writes the Face Dip, Face Dip Direction, Planar Sliding, Wedge Sliding, Flexural Toppling, Direct Toppling, Kinematic Mode, Local Relief and Planes Within Radius layers, and the Factor of Safety, Probability of Failure and Acceptance layers. See Slope Stability. (ID_ATTRIBUTES_SLOPESTABILITY)
    • Block Size (Jv, RQD)... — Map the volumetric joint count Jv, RQD from Jv and block volume from the P32 or P21 layer (P21 Map). Writes the Jv, RQD from Jv, Block Volume and, from P21, C21 layers. See Block Size. (ID_ATTRIBUTES_BLOCKSIZE)
    • Bench As-built... — Bench heights, face angles and berm widths of an open-pit wall from the scan, checked against the modified Ritchie berm width and a design surface. Writes the Bench Element, Bench, Bench Face Dip, Berm Width, Ritchie Margin and, with a design, Design Deviation layers. See Bench As-built. (ID_ATTRIBUTES_BENCH)
    • Tunnel As-built... — A tunnel scan against its design profile along a centreline polyline: overbreak and underbreak chainage by chainage, the stress around the opening and how each set lies to the drive. Writes the Chainage, Overbreak, Profile Angle, Boundary Stress and Boundary Stress / UCS layers, and can make the design surface. See Tunnel As-built. (ID_ATTRIBUTES_TUNNEL)
    • Key Blocks... — Removable blocks on the surface (block theory): the governing block every three project Sets cut from the face at every point, or the blocks a DFN cuts behind the mesh, with the in-situ block size distribution. Writes the Key Block FoS, Key Block Volume and Key Block Mode layers. See Key Blocks. (ID_ATTRIBUTES_KEYBLOCK)
    • Rockfall Trajectories... — Lumped-mass blocks run down the mesh from where a layer marks the sources. Writes the Rockfall Reach, Rockfall Energy and Rockfall Bounce Height layers. See Rockfall Trajectories. (ID_ATTRIBUTES_TRAJECTORY)
    • Rockfall Inventory... — The significant M3C2 change between two epochs clustered into rockfall events with their volumes, and the events' magnitude-frequency. Writes the Rockfall Event layer. See Rockfall Inventory. (ID_ATTRIBUTES_ROCKFALL)
    • Slip Potential (Stress Tensor) — Slip and dilation tendency, fracture susceptibility and opening angle of the surface under a stress tensor (Collections > Stress Tensors), from its Dip and Azimuth layers. With the Geomechanics module and more than one tensor it is a submenu: Active Tensor (name) or any valid tensor by name. Writes Normal Stress, Shear Stress, Slip Tendency, Dilation Tendency, Reduced-Risk Dilation Tendency, Fracture Susceptibility and Opening Angle, with the tendencies also normalised. (ID_EXPERIMENTAL_SLIPPOTENTIAL)
  • Variogram 3D — Build a 3D directional variogram of the displayed attribute, along major, intermediate and minor axes. See Modelling Grids and Variograms. (ID_ATTRIBUTES_VARIOGRAM3D)
  • Connected Components — Identify and label connected components of the mesh. (ID_ATTRIBUTES_CONNECTEDCOMPONENTS)
  • Binary Space Partition (BSP) Tree Index — Assign a BSP tree node index to each triangle for spatial queries. (ID_ATTRIBUTES_BSPTREEINDEX)
  • Texture Coordinates — Compute or assign texture (UV) coordinates for the mesh vertices. (ID_ATTRIBUTES_TEXTURECOORDINATES)
  • 2D Convex Hull — Compute the 2D convex hull of the mesh vertices in plan view. (ID_OPERATIONS_CONVEXHULL2D)
  • Volume — Compute the volume enclosed by the mesh. (ID_OPERATIONS_VOLUMECALCULATION)
  • Color Conversion
    • RGB to Greyscale — Convert per-vertex RGB to a single greyscale attribute. (ID_ATTRIBUTES_GREYSCALEFROMRGB)
    • RGB to XYZ Colorspace — Convert per-vertex RGB to CIE XYZ colour space. (ID_COLOURSPACE_RGBCHANNELSTOXYZ)
    • RGB to LAB Colorspace — Convert per-vertex RGB to CIE LAB colour space. (ID_COLOURSPACE_RGBCHANNELSTOLAB)
    • RGB to HSV Colorspace — Convert per-vertex RGB to HSV colour space. (ID_COLOURSPACE_RGBCHANNELSTOHSV)
    • RGB From Texture — Sample the assigned texture to set a per-vertex RGB attribute. (ID_OPERATIONS_RGBFROMTEXTURE)
  • Classification
    • Between Surfaces — Classify triangles by their position between two reference surfaces. In the Stratigraphic Unit Definition dialog, choose the Unit and the meshes of its Younger Contact and Older Contact; vertices between the two are given 1 in a Classified layer, the rest 0. (ID_CLASSIFY_BETWEENSURFACES)
    • Discrete From Filter — Create a discrete (classified) attribute from a filter expression. (ID_ATTRIBUTES_DISCRETECLASSIFYFROMFILTER)
  • Calculator — Open the attribute calculator to derive new attributes from expressions. (ID_ATTRIBUTES_CALCULATOR)
  • Inverse Distance Weighting (IDW)
    • From Visible Polylines — Interpolate an attribute from the visible polylines onto the mesh using inverse distance weighting. (ID_IDW_FROMDISPLAYEDPOLYLINES)

Split & Merge submenu​

  • Split By Axis
    • Along X — Split the mesh into two parts along a plane perpendicular to X. (ID_SPLIT_ALONGX)
    • Along Y — Split the mesh into two parts along a plane perpendicular to Y. (ID_SPLIT_ALONGY)
    • Along Z — Split the mesh into two parts along a plane perpendicular to Z. (ID_SPLIT_ALONGZ)
  • Merge — Merge this mesh with one or more selected meshes into a single object. (ID_MESH_MERGE)
  • Conform Below Surface... — Adjust the mesh elevation to conform below an underlying surface. (ID_MESH_CONFORM_ELEVATION)

Refinement submenu​

  • Tessellate Inner — Subdivide each triangle by inserting a vertex at its centroid. (ID_REFINEMESH_TESSELATEINNER)
  • Tessellate Outer — Subdivide each triangle by inserting vertices on its edges. (ID_REFINEMESH_TESSELATEOUTER)
  • Tessellate Both — Subdivide each triangle with both centroid and edge vertex insertion. (ID_REFINEMESH_TESSELATEBOTH)

Extract submenu​

  • Free Edge Vertices — Extract vertices that lie on the free (open) boundary of the mesh. (ID_OPERATIONS_EXTRACTFREEEDGEPOINTS)
  • Free Edge Polylines — Extract polylines tracing the free (open) boundary of the mesh. (ID_OPERATIONS_EXTRACTFREEEDGEPOLYLINES)
  • Contour Lines — Generate contour polylines from the mesh at specified elevations. (ID_OPERATIONS_CREATECONTOURSET)
  • Decompose Into Patches — Decompose the mesh into approximately planar patches based on orientation; see Auto Structural Mapping. (ID_ATTRIBUTES_PATCHDECOMOSITION)
  • Grow Planar Patches — Grow planar patches on face normals with angle and distance tolerances derived from the mesh, then merge, refine and cluster them into orientation sets, and measure each patch's roughness (JRC, and the Hurst exponent and spectral pre-factor down-dip and along strike, with an optional Roughness Report); see Grow Planar Patches. (ID_ATTRIBUTES_GROWPLANES)
  • Smart Swarm — Use AI-assisted swarm clustering to extract feature patches from the mesh. (ID_AI_SMARTSWARM)
  • Extract Polylines — Use AI to extract polylines from features detected on the mesh. (ID_AI_EXTRACT_POLYLINES)

Convert To submenu​

  • Point Cloud — Convert this mesh into a point cloud using its vertices. (ID_OPERATIONS_CONVERTTOPOINTCLOUD)
  • Tiles — Convert this mesh into a tiled mesh for efficient streaming and rendering. (ID_MESH_CONVERTTOTILES)
  • Signed Distance Field (SDF) — Build a signed distance field representation of the mesh. (ID_OPERATIONS_CREATESDFMAP)
  • Metadata Grid — Build a 2D grid of metadata attributes sampled from the mesh. (ID_OPERATIONS_METAGRID)

Intersections submenu​

  • Cut With Surface — Cut this mesh along its intersection with another surface. (ID_INTERSECTIONS_CUT)

Textures submenu​

  • Bake to Vertices — Bake the assigned texture colour into per-vertex RGB values. (ID_OPERATIONS_BAKETEXTURE)
  • Import
    • Texture Map — Import a texture image and map it onto the mesh. (ID_IMPORT_TEXTUREMAP)
    • Height Map — Import a height map image to displace the mesh vertices. (ID_IMPORT_HEIGHTMAP)
    • OPF Project File — Import a Pix4D OPF project file containing cameras and tie points. (ID_IMPORT_OPF)
    • Cylindrical Projection (Planetocentric) — Import a planetocentric cylindrical projection image as a texture. (ID_IMPORT_CYLINDRICALPROJECTION)
  • Pixel Size — Compute the ground pixel size of the texture across the mesh. (ID_TEXTURES_PIXELSIZE)

Visualization submenu​

  • False Color
    • By Elevation — Display the mesh with a false-colour ramp coloured by elevation. (ID_MESH_FALSECOLOUR_ELEVATION)
    • By Attribute — Display the mesh with a false-colour ramp coloured by a chosen attribute. (ID_MESH_FALSECOLOUR_ATTRIBUTE)

Optimization submenu​

  • Level of Detail (LOD)
    • Generate — Generate level-of-detail layers for adaptive rendering at varying distances. (ID_MESH_CREATELODLAYERS)
    • Remove — Remove previously generated level-of-detail layers from the mesh. (ID_LEVELOFDETAIL_REMOVELOD)
  • Rebuild Partition Tree — Rebuild the spatial partition tree used for fast queries and rendering. (ID_OPERATIONS_REGENERATEPARTITIONTREE)
  • Load Into Memory — Load the entire mesh into memory for faster access at the cost of RAM. (ID_OBJECTS_MAKERESIDENT)

Dynamic submenus​

These are built from what the project currently holds, so they appear only when there is something for them to list.

  • Texture Map — the ortho images near this mesh, by distance; pick one to texture the mesh with it.
  • Difference Map — every other mesh currently in memory; pick one to compute a vertical difference map against it. (ID_PCLPOPUP_MESHLIST_START…)
  • Cut Along — the visible log picks; pick one to cut the mesh along it. (ID_INTERSECT_PL_LIST…)
  • transforms — the project's saved coordinate transforms; pick one to apply it. (ID_PCLPOPUP_TRANSFORMS_START…)
  • Debug Menu — developer diagnostics: Fractal Dimension, Cartesian to Spherical, Spherical To Cartesian, Node Position Attribute, Randomise Position, Un-Index, Texture Index 2 Attribute, Add Debug Shader.
  • Any menu items contributed by installed plugins are appended at the end.

Experimental (Use With Caution) submenu​

  • Gravity Effects — Experimental: estimate gravity-related effects derived from the mesh geometry. (ID_DEVELOPMENT_GRAVITY)

Group Context Menu​

Right-click the Triangular Meshes parent group / list header in the Data Tree.

Actions​

  • New Group — Create a new object based for this type (ID_GROUPPOPUP_NEW)
  • Group — Group the selected items into a single project tree entry. (ID_PROJEXP_GROUP)
  • Ungroup — Ungroup the selected group, restoring its contents to the parent. (ID_PROJEXP_UNGROUP)
  • Export — Export (ID_GROUPPOPUP_EXPORT)
  • Clear All Items — Clear all items (ID_GROUPPOPUP_EMPTYLIST)
  • Fix Tie Points (UNUSED_ID_MESHGROUP_FIXTIEPOINTS)
  • Use Own Display Properties — Let this group carry its own display settings instead of inheriting the parent's. (ID_GROUP_USE_OWN_DISPLAY_PROPS)

Import submenu​

  • From File... — From File (ID_GROUPPOPUP_IMPORT)
  • Scan Folder (OBJ Files) — Import scan folder (obj files) (ID_IMPORT_SCANFOLDER)
  • From Sketchfab — Import from sketchfab (ID_IMPORT_IMPORTFROMSKETCHFAB)

Create Primitive submenu​

  • Sphere — Sphere (ID_PRIMATIVES_SPHERE)
  • Hemisphere — Hemisphere (ID_PRIMATIVES_HEMISPHERE)
  • Cylinder — Cylinder (ID_PRIMATIVES_CYLINDER)
  • Clipmap Mesh — Clipmap Mesh (ID_DEBUG_CREATECLIPMAPMESH)