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Prepare meshes

mesh_edit changes one exact mesh. It requires Object Mode, single-user mesh data, no shape keys and, except for modifier without apply, no modifiers. Every call needs a lease_id.

Surface actions

ActionUse
modifierAdd bevel, decimate, subdivision or voxel remesh; apply bakes it
unwrapSmart UV Project and island packing
decimate_toCollapse to a triangle target or ratio, optionally preserving seams
remesh_quadQuadriFlow to a face target on a manifold mesh
lod_chainCreate <base>_LOD1..n in <base>_LODs
lightmap_uvCreate or repack a lightmap UV layer and report overlap
texel_densityScale a UV layer to a target pixels-per-metre
collisionCreate UCX_, UBX_ or USP_ collision objects per loose part
cleanupMerge, delete loose geometry, recalculate normals, triangulate, clear custom normals
booleanUnion, difference or intersect against one operand
joinConsume sources into the target with transform, UV, group and slot remapping
separateSplit by loose parts or material
mirrorMirror across the object origin with optional clipping and merge
arrayConstant object-space copies
solidifyAdd thickness with an offset

LODs

lod_chain accepts ratios or triangle_targets, not both. Goals must strictly decrease below LOD0. A source not ending in _LOD0 is copied to <base>_LOD0 unless rename_source=true. The new collection must not already exist.

Each level reports target, achieved, preservation, relaxed and warnings. Seam preservation relaxes from seams to unweighted seams to plain decimation when it blocks a target. Results more than 10% over target stay in warnings.

UVs

unwrap uses Smart UV Project then packing. lightmap_uv creates UVMap_Lightmap when missing, keeps the render-active layer and rasterizes the overlap ratio. texel_density scales the layer around its UV bounds center; pack=true rearranges islands without rescaling.

Composition

Booleans, joins, splits, mirrors, arrays and solidify restore the original scene on failure. join takes 1–64 sources; separate creates 1–64 parts; array allows 2–1000 copies.