Motion Scripting
/ PropertiesRigging 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.
| Pattern | Wire kind | Units | Reads | Writes |
|---|---|---|---|---|
rigging.<item_id>.mesh.<vertex>.<entity_id> | scalar | percent (0..100) | yes | drive set |