Studio and Graph › AI
Apply AI Mesh Data
Applies data an agent computed outside the app: vertex positions, a skeleton, skin weights, each read from a file. It is the graph-side other half of the getmeshvertices, getskeleton and getskinwei...

The Apply AI Mesh Data node
When to use it
Applies data an agent computed outside the app: vertex positions, a skeleton, skin weights, each read from a file. It is the graph-side other half of the get_mesh_vertices, get_skeleton and get_skin_weights export tools. The agent reads the mesh, computes in Python or whatever it likes, writes a file, and this node wires the result back in.
One node covers all three. Leave a file path empty to skip that part. They are applied in a fixed order: deformation, then skeleton, then skin weights.
Vertex data has to be the whole set, in ascending vertex-id order, positions component-local, exactly as get_mesh_vertices wrote it. Hand it the wrong number of rows and it refuses and tells you both counts. Hand it the right number in the wrong order and it accepts without a murmur, every vertex takes somebody else's position, and the mesh comes out as noise.
Editing a file path or rewriting the file re-applies on its own. There is no button.
Pins
| Pin | Type | Description |
|---|---|---|
Mesh |
Mesh | The mesh the data lands on. Normally the same one the agent read in the first place. |
| Pin | Type | Description |
|---|---|---|
Mesh |
Mesh | The mesh with whatever you pointed at applied to it. |
Settings
| Setting | Type | Description |
|---|---|---|
Deformation File |
Text | File holding one entry per vertex, in vertex order. Leave it blank to skip the deformation and pass the shape through untouched. |
Deformation Format |
Choice | How that file is written: readable JSON, or raw 32-bit floats. |
Deformation Mode |
Choice | Whether the numbers in the file are finished positions, or offsets to add to where each vertex already sits. Choose Absolute for a file of offsets and the mesh collapses towards the origin. |
Skeleton File |
Text | JSON file listing the bones: name, parent and transform. Leave it blank to skip the skeleton. |
Skeleton Space |
Choice | Whether each bone's transform in the file is measured against its parent or against the mesh itself. Pick the wrong one and the transforms stack down the chain, so the hand ends up somewhere out past the shoulder. |
Skin Weights File |
Text | JSON file saying which bones pull on each vertex and how hard. The mesh needs a skeleton first, either from the file above or from a rig upstream. Leave it blank to skip. |
Available in Mesh Morpher Graph and Mesh Morpher Studio.