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    Motion Scripting
    / Properties

    Rigging mesh properties

    A mesh binding's keyed vertex weights by rigging item, vertex and entity: how much of a mesh region a bone or a controller carries.

    The rigging mesh family: a mesh binding's vertex weights - the weight of one bone or controller on one mesh vertex - percent (0..100), addressed by rigging item id, vertex index and entity id. Only KEYED entries have rows; every pattern reads, keyframes AND drives, so a script can shift how much of a mesh region a bone carries.

    Every pattern below is readable from scripts through prop() and layer.prop(); ids in a pattern (like <effect_id>) stand for the entity's real id. Every pattern here is in the drive set: scripts may WRITE each one with set() or a single-output return, per frame.

    PatternWire kindUnitsReadsWrites
    rigging.<item_id>.mesh.<vertex>.<entity_id>scalarpercent (0..100)yesdrive set