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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...

Apply AI Mesh Data node

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.