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Multiple meshes

After reading this page you will know what applies to every mesh and what applies only to the active target when you edit several meshes in one session, how the shared gizmo works, and what happens when one operation fails.

Loading together​

Select several objects in the Hierarchy and press Load. All of them join the same session.

Renderers that share one source mesh are also loaded and edited separately. They are not excluded. Each renderer's result is saved on its own, and the output is split per renderer so that files do not overwrite each other. → Generated files

The meshes may have different topology and different vertex counts. Each one is calculated with its own data.

Active target​

The Active target selector changes which mesh has focus. Some operations apply to every mesh, and others apply only to the active target.

TabScope
ShapeEvery loaded mesh
Select & MoveKeeps the selection on every mesh, and transforms them together with the shared gizmo
Shape KeysKeys with the same name apply to every mesh at the same time
Bone WeightsThe active target only

Delete and separate apply only to the active mesh.

The shared gizmo on Select & Move​

When you select elements in several meshes, one world-space gizmo transforms all of them together.

  • G / R / S modal transforms use world axes. Several meshes do not have one shared local axis.
  • A (select all), Alt+A (clear), and Ctrl+I (invert) apply to every target.

Turn on Equal weight per mesh under Pivot to compute the shared pivot with the same weight for each mesh instead of by vertex count.

Symmetry partners, selection, and brush influence are always calculated for each mesh separately.

Shape key name intersection​

To edit shape keys across several meshes, every target must be a SkinnedMeshRenderer. The list shows only the keys that have the same name on every target.

Indexes can differ, because matching is by name only. Values, editing, and management apply to all meshes at the same time. If there are no common keys, the list is empty, and a new key is added to every mesh under the same name. → Shape Keys

Atomic rollback​

Operations that change the structure of several meshes (batch delete, reorder, importing keys, separate) either all succeed or all roll back. If one step fails, every target goes back to its state before the operation.

Undo works the same way. A multi-mesh operation is grouped into one undo step. → Session and undo

Save Mesh works per mesh​

Save Mesh creates a separate <source name>_Edit.asset for each target. Unlike the rollback rule, here only the targets that succeed are written, and a failed target keeps its session open.

The result appears as a foldable table that shows success or failure for each target. → Using the window

Performance​

Opening several high-density meshes increases the cost of the Scene view overlay, box picking, skin pose calculation, and brush processing. If it feels heavy, load only the meshes you need. You can load them one row at a time from the candidate list. → Using the window