Contents
Mesh Origin
Mesh Origin moves the origin of a static mesh (.v3m): the point of the model that sits at the mesh object's position and that the model turns about. It saves the result as a new mesh file and puts that file's name in the mesh object's Mesh File field. The original file is never changed.
Where to find it
In Mesh Properties, click Origin.... It is available when the Mesh File field names a .v3m file.
How to use it
- Open the mesh object's properties.
- Click Origin.... The Mesh Origin window opens.
- Choose a point under Place origin at:.
- Leave Keep model in place ticked, or clear it (see below).
- Click Apply. RED+ writes the new file and puts its name in the Mesh File field.
- Click OK in Mesh Properties to use the new file and, with Keep model in place ticked, move the object.
The Mesh Origin window
- The top line names the mesh file.
- Place origin at: where the new origin goes:
- Centre (the default): the middle of the box around the whole model.
- Bottom centre: centred across the model, at its lowest point.
- Top centre: centred across the model, at its highest point.
- Keep model in place: ticked by default.
- New mesh in user_maps/meshes (original kept): the name of the file RED+ will write.
Bottom and top follow the model's own up axis, not the level's. The box covers every part of the model.
Keep model in place
- Ticked: the object moves by the same amount as the origin, so the model stays exactly where it is in the level.
- Cleared: the object keeps its position, so the model moves: its new origin goes to where the object is.
The object is moved when you click OK in Mesh Properties. With several mesh objects selected that use the same file, each one moves along its own rotation.
If you cancel Mesh Properties, no object moves and Mesh File keeps its old name, but the new file stays in user_maps\meshes. If you type or pick another Mesh File name after clicking Apply, the objects are not moved.
The new file
The new file is always written to user_maps\meshes. Its name is the first 8 characters of the original name, then _o, a letter for the position (c for centre, b for bottom centre, t for top centre), 16 letters and digits worked out from the new file's content, and .v3m. It is at most 31 characters, the longest mesh file name the game loads.
- Choosing an origin again for a mesh Mesh Origin made starts from the original part of the name, so the names do not grow.
- The same result again gets the same name, and the file already there is reused.
- If a different file already has that name, RED+ writes nothing and asks you to rename the source copy.
After writing the file, RED+ rescans the mesh folders so the editor can find it. It then also appears in the Mesh Library.
Only the position of each part inside the model changes. The vertices, textures and everything else in the file stay as they were.
What it refuses
- A mesh that is not a loose file. Stock meshes are inside the game's
.vppfiles: extract the mesh intouser_maps\meshesfirst. - Character meshes (
.v3c), effects (.vfx) and a.v3mthat contains skeletal data. - A mesh with attachment points, separate collision spheres or sections RED+ does not recognise.
- A mesh with damaged or out-of-range positions, or with no vertices.
Good to know
- Only Mesh File changes. The Debris Mesh and Corpse Mesh of a destructible mesh keep their own origins.
- Scale Mesh works on a mesh made by Mesh Origin, and grows it about its centre or base as usual.
- Other levels that use the original mesh are not affected.