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XMesh Loader Rollout

 

Icon and Size
The XMesh Loader displays an Icon at the Pivot Point. The Icon will disappear if any modifiers are added to the stack. Like with Frost, only procedural modifiers make sense due to the potentially changing topology. For example, you can change the Material ID of faces from 2 to 5 by adding a Volume Select in Face mode, select by Material ID 2 and add a Material Modifier with ID 5 on top of the stack. OTOH, adding an Edit Mesh is a bad idea because it would try to snapshot the incoming geometry, but that geometry can change from frame to frame.
Mesh Scale
Scale the incoming mesh without applying object-level transforms. This means that the mesh will be scaled at base level and pass as scaled through any modifiers on the stack, while object-level transforms are applied after the modifiers. This is useful when loading geometry saved at different units (e.g source in inches, current scene in cm).
Keep Mesh in Memory
Keeps the current frame's geometry in memory, so the XMesh Loader wouldn't reread the data from disk when updated. If unchecked, the file will be read each time an update happens (which can be useful if the files are being constantly updated from another copy of 3ds Max, for example).
Velocity to Map Channel
Copy the velocity info into the specified mapping channel. This can be useful when converting an XMesh to a PRT Volume, for example - the particles will sample the mapping channels and a KCM could be used to assign the mapping to Velocity again, thus transferring the velocity from the mesh to the particles (same as with Frost).