Documentation > Mesh Ops Plugin BPLibrary

Mesh Ops Plugin BPLibrary

Nodes

Add Loop to Multi Loop Array
Add to Bounds
Apart Mesh Data
Append All
Append Many
Append Mesh Data
Append Selection
Apply Heightmap
Async Mesh Boolean
Auto UVs
Average Vertex with Its Neighbors
Blend Mesh Colors
Bridge Loop to Center
Bridge Loops
Byte Array to String
Calc Distances from Vertexes
Calc Mesh Data Bounds
Calc Selection Bounds
Calc Storage Bounds
Calc Triangular Centroid Of Loop
Clear Mesh Data
Clear Mesh Selection
Collapse Verts
Collision Deformation
Color Mesh
Combine Loops
Convert Selection
Convex Hull
Create Cached Material
Create Cached Materials
Create Empty Texture
Create Strip
Create Texture from Pixel Array
Cube Select Mesh
Cut Loop
Delete Triangle
Distance Select Mesh
Distance to Mesh Surface
Edit Mesh Selection
Expand Loop
Expand Mesh Data by Normals
Extract Selection as Mesh Data
Extrude Mesh Data
Extrude Mesh Data Along Spline
Extrude Mesh Data Inflated
Fast Dist
Fast Dist Linear Color
Fast Normalize
Fill Hole Loop
Flip Quad Prioritize Avg Size
Flip Quad Tri Edge
Generate Billboard
Generate Circle Loop
Generate Cube Mesh
Generate Disk
Generate Grid Mesh
Generate Rectangle Loop
Generate Skin Weights
Generate Sphere Mesh
Generate Voxel Mesh from Pixels
Generate Voxel Mesh from Texture
Get All Edge Loops from Mesh Data
Get Bone Transforms from Skeletal Mesh
Get Bounds
Get Bounds Extent
Get Center Of Loop
Get Center Of Mass
Get Closest Bone
Get Closest Point in Vector Array
Get Closest Point on Loop
Get Closest Vert
Get Cross Section Edge Loop
Get Edge Loop from Mesh Data
Get Loop Distances
Get Loop Distances from Start
Get Mesh Data from Static Mesh
Get Mesh Surface Area
Get Mesh Volume
Get Missing Tri Index
Get Pixel at UV
Get Pixels as Linear Color
Get Pixels from Texture
Get Point Locations from UVs
Get Point on Loop
Get Proc Mesh All Data
Get Proc Mesh Section Data
Get Skeletal Mesh Data
Get Storage Bounds
Get Storage Bounds Extent
Get This Tri Index
Get Tri Edge from Map
Get Triangle
Get Vertex Neighbors
Gradient Color Mesh
Index 2 XY
Insert Vertex Into Triangle
Interp Move Mesh Data To
Inv Tri Normal
Invert Mesh Data Faces
Invert Selection
Is Loop Closed
Knurl Triangles
Line Intersect 2DPoly
Line Intersect 3D
Line Intersection
Line Plane Intersection
Line Trace Mesh Data
Line Trace Triangle
Load Mesh Data from Obj
Load Mesh Sections from Obj
Localize Mesh Data
Loop Is Clockwise
Loop to Loop Struct
Map Contains Tri Edge
Map Surface
Merge 2Spheres
Mesh Boolean
Mesh Boolean Advanced
Mesh Is Skinned
Mirror Cut Mesh Data
Mirror Loop
Mirror Mesh Data
Multi Loop Extrude
Next Triangle
Now
Pack Mesh Data Into Bytes
Pack Mesh Data Into String
Pack Mesh Data Storage Into Bytes
Paint Mesh Color
Path to Vertex
Planar Project UVs
Plane Select Mesh
Point Inside 2DPoly
Point Inside 2DTriangle
Point Inside Mesh
Point Inside Tri Prism
Point Inside Triangle
Pre Process Loop
Procedural Mesh from Mesh Data
Procedural Mesh from Mesh Data Array
Project Point to Tri
Project Vector to Tri
Pull Data From
Random Point on Surface
Random Point on Surface Within Selection
Random Point on Triangle
Random Shift Mesh Data Verts
Read from File
Rediscover Verts
Reduce Mesh Data
Relax Quad Tri Orientation
Remove Mesh Data
Remove Mesh Storage
Remove Unused Verts
Remove from Selection
Render Mesh to Texture
Render Normals to Texture
Retrieve Mesh Data
Retrieve Mesh Storage
Revolve Loop
Rotate Loop Around Axis
Rotate Loop Indexes
Rotate Loop Struct Indexes
Rotate Mesh Data Around Axis
Save Mesh Data as Obj
Save Mesh Sections as Obj
Screen Box Select Mesh
Sel Center
Select Mesh by Normals
Separate All Triangles
Set Mesh Data Color
Set Normals to Face
Set Use Complex as Simple Collision
Simplify Mesh Data
Skin Mesh
Skirt Mesh Data
Slice Loop
Slice Mesh Data
Slice Mesh Data Storage
Smooth Mesh Verts
Smooth Skin Weights
Snap Point to Mesh
Soften Normals
Sphere Grid Select Mesh
Sphere Project UVs
Sphere Select Mesh
Spherize Mesh
Split Vertexes
Store Mesh Data
Store Mesh Storage
String to Byte Array
Subdivide Mesh Data
Subdivide Tri
Total Loop Length
Transform Loop
Transform Loop Struct
Transform Mesh Data
Transform Selection
Transform UVs
Traverse Loop Until Intersect
Tri Interp Float
Tri Interp Vector
Tri Interp Vector 2D
Tri Normal
Tri UVTo Bary
Tri UVTo Location
Triangle Area
Triangulate Poly
Troubleshoot Mesh Data
Unify Triangles
Unpack Mesh Data Storage from Bytes
Unpack Mesh Data from Bytes
Unpack Mesh Data from String
Unwrap UVs
Update Mesh Data Skel Verts
Update Procedural Mesh from Mesh Data
Update Skel Verts
Update Skeleton
Update Texture from Pixel Array
Voxel to Mesh Data
Voxelize Mesh Data
Walk Pixels
Weighted Random
Weighted Tri Map
Weighted Tri Map from Selection
Weld Mesh Data
Write to File
XY 2Index