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	<id>https://wiki.frictionalgames.com/page?action=history&amp;feed=atom&amp;title=HPL3%2FEntities%2FEntity_Mesh</id>
	<title>HPL3/Entities/Entity Mesh - Revision history</title>
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	<updated>2026-08-04T06:06:01Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL3/Entities/Entity_Mesh&amp;diff=7135&amp;oldid=prev</id>
		<title>TiMan: Created page with &quot;= SubMeshes = Whenever a Mesh is imported into the ModelEditor, it will spawn one or several submeshes. These can be attached to bodies.  General Parameters: * '''Name''': Nam...&quot;</title>
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		<updated>2026-07-30T21:54:57Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;= SubMeshes = Whenever a Mesh is imported into the ModelEditor, it will spawn one or several submeshes. These can be attached to bodies.  General Parameters: * &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;: Nam...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= SubMeshes =&lt;br /&gt;
Whenever a Mesh is imported into the ModelEditor, it will spawn one or several submeshes. These can be attached to bodies.&lt;br /&gt;
&lt;br /&gt;
General Parameters:&lt;br /&gt;
* '''Name''': Name of the shape.&lt;br /&gt;
* '''Position''': Position of the shape in the world. If the mesh has a skeleton, no transformations can be applied.&lt;br /&gt;
* '''Rotation''': 3D Vector storing the shape rotation. If the mesh has a skeleton, no transformations can be applied.&lt;br /&gt;
* '''Scale''': 3D Vector storing the scale of the shape. If the mesh has a skeleton, no transformations can be applied.&lt;br /&gt;
&lt;br /&gt;
= SubMesh Reassign Dialog =&lt;br /&gt;
&lt;br /&gt;
[[File:model_editor_submesh_reassign.png]]&lt;br /&gt;
&lt;br /&gt;
This window allows the user to keep existing submesh data in the event of importing a new mesh or updating of the current one.&lt;br /&gt;
&lt;br /&gt;
On the left, a list with the new submeshes will be displayed, as well as a selector for pairing with a previous submesh for each. The &amp;quot;Use new data&amp;quot; item will ignore any present parameters.&lt;br /&gt;
&lt;br /&gt;
On the right, submeshes that are currently unassigned will be listed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Best Match button will try to find the best pairing for each submesh. At the time of writing, only triangle count will be taken into consideration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When done, pressing the OK button will close the dialog and use the chosen parameters in the new mesh.&lt;/div&gt;</summary>
		<author><name>TiMan</name></author>
		
	</entry>
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