# This file is automatically generated. Please don't edit it manually. # To submit a bug report on the content, see # https://devforum.roblox.com/c/bug-reports/documentation-issues/72 name: DataModelMesh type: class memory_category: Instances summary: | The DataModelMesh is an abstract class from which mesh classes descend. description: | The DataModelMesh is an abstract class from which mesh classes descend. Mesh classes are objects that, when parented to `Class.BasePart|BaseParts` alter the appearance of the part to that of a predefined mesh. Note, they only alter the appearance of the part and not the physics/collision boundaries of the part. Developers looking to apply a mesh to a part that alters the part's collision should use `Class.MeshPart|MeshParts`. Note the `Class.MeshPart` and `Class.CharacterMesh` classes do not descend from DataModelMesh. code_samples: [] inherits: - Instance descendants: - BevelMesh - FileMesh tags: - NotCreatable - NotBrowsable deprecation_message: '' properties: - name: DataModelMesh.Offset summary: | The Offset of a mesh determines the relative position from the `Class.BasePart.Position` of a `Class.BasePart` that the mesh will be displayed at. description: | The Offset of a mesh determines the distance from the `Class.BasePart.Position` of a `Class.BasePart` that the mesh will be displayed. #### How to use mesh offset The Offset property changes the relative position the mesh will be rendered at. For example, an offset of 0, 5, 0 will cause the mesh to be displayed 5 studs above the position of the `Class.BasePart`. The position of the `Class.BasePart` remains unchanged, meaning the physics collision box of the part will remain in the same location. This is demonstrated in the image below where the green outline (a `Class.SelectionBox`) shows the extents of the `Class.BasePart`. #### Other uses for mesh offset There are a number of interesting uses for the mesh offset property. - Offset and `Class.DataModelMesh.Scale` can be animated using `Class.TweenService` relatively inexpensively as the engine does not need to make any physics/collision calculations as the `Class.BasePart` is not moved. - Changing the relationship between the mesh and its collision extents (determined by the `Class.BasePart`) code_samples: - Mesh-Offset-and-Scale type: Vector3 tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: [] - name: DataModelMesh.Scale summary: | The Scale of a mesh determines the size of the mesh relative to its original dimensions. description: | The Scale of a mesh determines the size of the mesh relative to its original dimensions. #### How to use mesh scale The scale property works slightly differently depending on the type of mesh being used. Note the size of the `Class.BasePart` remains unchanged, meaning the physics collision box of the part will remain the same. - `Class.SpecialMesh` objects with `Class.SpecialMesh.FileType` set to 'FileMesh' scale relative to the original dimensions of the mesh when it was uploaded to Roblox - `Class.BlockMesh` objects or `Class.SpecialMesh` objects with `Class.SpecialMesh.FileType` set to 'Brick', 'Wedge' or 'Sphere' scale uniformly relative to the `Class.BasePart.Size` of their parent - `Class.CylinderMesh` objects or `Class.SpecialMesh` objects with `Class.SpecialMesh.FileType` set to 'Cylinder' scale relative to the `Class.BasePart.Size` of their parent. Uniformly for the cylinders height axis and maintaining a 1:1 ratio for the length and width of the cylinder, using the lowest value. - `Class.SpecialMesh` objects with `Class.SpecialMesh.FileType` set to 'Head' currently scale in a non standard manner. Developers should not rely on this as there are plans to change this behavior. - `Class.SpecialMesh` objects with `Class.SpecialMesh.FileType` set to 'Torso' scale in a non standard manner. Developers should not rely on this as there are plans to deprecate this mesh type. #### Mesh scale demonstration The above behavior can be seen in the following demonstration images. Linear scaling relative to part size for 'Brick', 'Wedge' and 'Sphere' meshes. Linear scaling relative to original uploaded mesh for 'FileMesh' meshes Non-uniform constrained scaling for 'Cylinder' meshes #### Other uses for mesh scale There are a number of interesting uses for the mesh offset property. - `Class.DataModelMesh.Offset` and Scale can be animated using `Class.TweenService` relatively inexpensively as the engine does not need to make any physics/collision calculations as the `Class.BasePart` is not changed. - Changing the relationship between the mesh and its collision extents (determined by the `Class.BasePart`) code_samples: - Mesh-Offset-and-Scale type: Vector3 tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: [] - name: DataModelMesh.VertexColor summary: | Changes the hue of a mesh's texture, used with `Class.FileMesh.TextureId`. description: | **VertexColor** determines the hue change of the `Class.FileMesh.TextureId|Texture` of a `Class.FileMesh`. Note that this property is a `Datatype.Vector3` rather than a `Datatype.Color3`; to convert, use the `Datatype.Color3.R`, `Datatype.Color3.G`, and `Datatype.Color3.B` properties. Although this property allows basic modification of a texture, changing a texture entirely provides more control. See `Class.MeshPart` for more details. code_samples: [] type: Vector3 tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: [] methods: [] events: [] callbacks: []