Technology Article

MeshViewer Utility

Overview of the MeshViewer utility for testing geometry and animations exported from DCC Tools.


MeshViewer is a simple utility which allows for loading of mesh and skeleton files. You can use it to make sure that your geometry is rendering correctly in Luster and that the exported model is what you expected. Since the utility reads skeleton files as well, you can view your exported animations in the application. No material information is read. Material viewing and editing will be handled in a separate application.

The MeshViewer is currently available as a project to be imported into the editor and run from the editor. Standalone L3D versions will be available shortly. To get the current version of the viewer download the zip and import it into your Luster Editor.

In order to view your exported meshes they must be placed in a folder where MeshViewer can find them. Currently, the utility expects mesh and skeleton files to be in the resources folder. When placing your exported resources in this folder it is very important that they not be included in the MeshViewer project itself. If you happen to update the MeshViewer project in the Luster Editor make sure that the resources folder is unchecked in the resource tab of the L3DX editor.

This is what the mesh viewer looks like when it first loads. There an animation bar at the bottom, which won't do anything until a mesh is loaded. Across the top are the menus and info panels.

Opening Meshes

You open meshes in the viewer by clicking on "Open" in the menu. A dialog box will appear which shows all the meshes that were detected in the viewer's resource folder. If you add more meshes while the viewer is running they will be automatically detected when you click the open button again.

The meshes are shown in the list. Selecting the mesh from the list will create the object in the viewer.

Once the mesh is loaded the information in the info panel is filled. The information available is the size of the object (its axis-aligned bounds) as well as the sub-meshes and the materials that they are linked to. The list of animations will be filled. Meshes which have no animations linked (for instance, no skeleton) won't have animations available in the list.


If animations are available then double-clicking the animation will load it into the animation bar at the bottom of the window. The animation can be played and paused. Also, when paused, the thumb slider can be grabbed and scrubbed to manually set the animation position.