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Append Geometry

Clothing, a prop, a repaired patch. This merges a second mesh into the first and handles the awkward parts on the way: skin weights, skeleton merging, material slot remapping.

Append Geometry node

The Append Geometry node

When to use it

Clothing, a prop, a repaired patch. This merges a second mesh into the first and handles the awkward parts on the way: skin weights, skeleton merging, material slot remapping.

How to use it

  1. 1

    Connect the base mesh and the mesh to append

  2. 2

    Pick how the added geometry gets its weights

  3. 3

    The output is the combined mesh

Pins

Pin Type Description
Mesh Mesh The mesh you are adding to. It keeps its own skeleton and weights.
Target Mesh The geometry being added. It gets moved onto the first mesh's skeleton.
Pin Type Description
Mesh Mesh Both meshes as one, carrying the material slots from each.

Settings

Setting Type Description
Append Weights Method Choice How the added geometry gets its skin weights: none at all, rigidly bound to one bone, transferred off the base mesh, or by merging the two skeletons together.
Weight Boundary Vertex Threshold Number Open-edge vertices on the added geometry that land within this distance of a base-mesh vertex copy that vertex's weights exactly, so the seam does not tear open when the rig moves. Set to 0 to skip the pass.
Parent Bone Text Every vertex of the added geometry is bound to this one bone at full weight. Good for props, armour plates, anything that should ride along without deforming.
Use Target Main Skeleton True/False Merge into the added mesh's skeleton instead of the base mesh's, so its bone order and hierarchy win.
Transfer By UV Match True/False Match vertices by UV rather than by distance. Worth turning on when both meshes share a UV layout - it does not get confused in places where two surfaces almost touch.
Radius Percentage Number How far a vertex looks for weights, as a fraction of the added mesh's bounding box diagonal. Anything further away is ignored, and those vertices get filled in by the smoothing pass instead. Set it to -1 to search the whole mesh.
Normal Threshold Number Throw away a match when the two normals point more than this many degrees apart. Keeps the inside of a sleeve from grabbing weights off the arm underneath it. Set it to -1 to ignore normals entirely.
Layered Mesh Support True/False Retry with the normal flipped when a match fails the angle test above. Turn this on for clothing that hugs a body, where the inner and outer surfaces sit close together and face opposite ways.
Smoothing Iterations Whole number Smoothing passes over the vertices that found no match and had their weights filled in. More passes soften the join into the transferred area.
Smoothing Strength Number How far each smoothing pass pulls a filled-in weight toward its neighbours.
Max Bone Influences Whole number Most bones any single vertex may be weighted to. Drop it to whatever limit your engine or exporter expects.