FAQ

Is Vertex Studio a standalone application?

No, it’s a Godot Engine plugin (addon). It requires you to use it in a project inside the Godot editor.

What is the minimum version of Godot required?

Godot 4.3 or higher.

Is there undo and redo support?

Yes, undo history is implemented, you can undo and redo normally in Godot.

What is the maximum amount of triangles per mesh that Vertex Studio can handle?

From my tests, up until 20k triangles per mesh (plus children meshes) there’s barely any noticeable performance impact.

If you have a scene with multiple separate meshes, there’s no performance impact at all even if the scene has hundreds of thousands of triangles, since Vertex Studio processes only the currently selected mesh (and its children).

From 20k to 80k triangles in a single mesh, it’s still possible to paint and select vertices, but the brush starts to get sluggish.

I even tested painting a mesh with 2.5 million triangles, and Godot nor the addon crashed, but each brush stroke took a few seconds to complete.

When dealing with denser meshes, be sure to disable Show Wireframe, Show Vertices and Always Show Vertices under View.

_images/faq-disable-performance.png

Can I paint the vertex colors of skeletal/skinned meshes? Can I paint on animated meshes?

Yes. Vertex Studio supports both static and skeletal/skinned meshes, even if the mesh is in the middle of an animation.

But if you are going to save selections into variations or vertex groups, it’s recommended to make the selection in a neutral pose.

For example, with this Banjo-Kazooie-inspired character, I selected the first frame of the idle animation in the AnimationPlayer, then selected the eyes and saved the selection as a variation:

_images/skeletal-mesh-neutral-pose.png

As another example, I painted that character’s feet while it was neutral:

_images/skeletal-mesh-01-feet.png

And this is how the selected vertices look like when the character is in another pose. The current limitation is that the vertices always appear in the position of the neutral pose (“floating” away from the mesh). But even if the vertices are “floating”, you can still paint them, like here:

_images/skeletal-mesh-02-feet.png

What happens when I vertex paint a mesh with Vertex Studio and then update the source model externally (like Blender), does the updated mesh gets the previously painted vertex colors?

No. You cannot recover the vertex colors in this case not even with variations, since what you do in Vertex Studio is saved inline in the MeshInstance3D node, it overrides the mesh data from the external source file (Blender, GLTF, OBJ or FBX file), and by changing the source file, vertex and normal positions might change, which doesn’t match the inlined data.

What you do in Vertex Studio is saved inline in the scene file that contains the MeshInstance3D node:

_images/tut-mesh-data.png

What happens when I vertex paint a mesh with Vertex Studio and then update the source model externally (like Blender), does the MeshInstance3D node gets the model changes?

No. See What happens when I vertex paint a mesh with Vertex Studio and then update the source model externally (like Blender), does the updated mesh gets the previously painted vertex colors? above.