# Append Geometry

<div align="left"><figure><img src="/files/7MjkTp6efIuZZTaSEx65" alt=""><figcaption></figcaption></figure></div>

```
/**
 * Node that appends geometry from one mesh to another.
 * 
 * Combines two meshes into one, with options for weight transfer,
 * skeleton merging, and material handling.
 * 
 * Usage:
 * 1. Connect base mesh and mesh to append
 * 2. Configure weight transfer method
 * 3. Output is the combined mesh
 */
```

| Parameter                                                                                                                                                      | Description                                                                                                                                  |
| -------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
| <p>AppendWeightsMethod</p><p><code>enum</code></p>                                                                                                             | The method used to append bone weights when appending geometry.                                                                              |
| <p>WeightBoundaryVertexThreshold</p><p><code>float</code></p>                                                                                                  | Threshold for considering a vertex as a boundary during weight transfer; affects which vertices are processed.                               |
| <p>ParentBone</p><p><code>Name</code></p>                                                                                                                      | Name of the bone in the target skeleton to which the root of the appended mesh will be attached (used with ParentBone method).               |
| <p>bUseTargetMainSkeleton</p><p><code>boolean</code></p>                                                                                                       | If true, uses the target mesh's main skeleton when merging skeletons.                                                                        |
| <p>bTransferByUVMatch</p><p><code>boolean</code></p>                                                                                                           | If true, transfers weights by matching UV coordinates instead of spatial proximity.                                                          |
| <p>RadiusPercentage</p><p><code>float</code></p>                                                                                                               | <p>Percentage of the bounding box diagonal of the simulation mesh to use as search radius                                                    |
| <br>All points outside of the search radius will be ignored.                                                                                                   |                                                                                                                                              |
| <br>When set to a negative value (e.g. -1), all points will be considered.</p>                                                                                 |                                                                                                                                              |
| <p>NormalThreshold</p><p><code>float</code></p>                                                                                                                | <p>Maximum angle difference (in degrees) between the target and source point normals to be considered a match for the InpaintWeights method. |
| <br>If set to a negative value (e.g. -1), normals will be ignored.</p>                                                                                         |                                                                                                                                              |
| <p>LayeredMeshSupport</p><p><code>boolean</code></p>                                                                                                           | <p>If true, when the closest point doesn't pass the normal threshold test, will try again with a flipped normal.                             |
| <br>This helps with layered meshes where the "inner" and "outer" layers are close to each other but whose normals are pointing in the opposite directions.</p> |                                                                                                                                              |
| <p>NumSmoothingIterations</p><p><code>integer</code></p>                                                                                                       | The number of smoothing iterations applied to the vertices whose weights were automatically computed.                                        |
| <p>SmoothingStrength</p><p><code>float</code></p>                                                                                                              | The smoothing strength of each smoothing iteration.                                                                                          |
| <p>MaxNumInfluences</p><p><code>integer</code></p>                                                                                                             | The maximum number of bones that will influence each vertex.                                                                                 |


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