# Get Skinned Mesh Index Count
Menu Path: **Operator > Sampling > Get Skinned Mesh Index Count**
Use the **Get Skinned Mesh Index Count** Operator to get the number of indices in a skinned mesh.
## Operator settings
| **Property** | **Type** | **Description** |
| ------------ | -------- | ------------------------------------------------------------ |
| **Source** | Enum | **(Inspector)** Specify the mesh type to input.
- **Mesh**: Input a mesh asset. The Operator becomes a [Get Mesh Index Count](Operator-MeshIndexCount.md) Operator.
- **Skinned Mesh Renderer**: Input a [Skinned Mesh Renderer](https://docs.unity3d.com/Manual/class-SkinnedMeshRenderer.html) component. The Operator becomes a [Get Skinned Mesh Index Count](Operator-SkinnedMeshIndexCount.md) Operator.
|
### Operator properties
| **Input** | **Type** | **Description** |
| ------------------------- | --------------------- | ------------------------------------------------------------ |
| **Skinned Mesh Renderer** | Skinned Mesh Renderer | Specify the Skinned Mesh Renderer component to input. This is a reference to a component in your scene. To assign a Skinned Mesh Renderer, create a Skinned Mesh Renderer property in the [Blackboard](Blackboard.md) and expose it.
This property only appears if you set **Source** to **Skinned Mesh Renderer**. |
| **Output** | **Type** | **Description** |
| ---------- | -------- | ------------------------------------------------------------ |
| **Count** | UInt | The number of indices in the mesh. If the mesh uses default triangle topology, you can divide the value by three to get the number of triangles. |
## Limitations
If the mesh isn't [readable](https://docs.unity3d.com/ScriptReference/Mesh-isReadable.html), this Operator returns 0. For information on how to make a mesh readable in the Editor, refer to the [Import Settings for a model file](https://docs.unity3d.com/Manual/FBXImporter-Model.html).