====== Skins ====== Skins are used to apply alternative sets of materials to a model. Typical examples are the butterfly model, where a single mesh is used with multiple skins to implement several species of butterflies; or a monster that exists in tame, mean and hellborn variants. Skins are defined and edited in the Model Editor as described below. The //use// of skins is up to the game's script or C++ code. ===== The skins list ===== {{ :modeleditor:skins-list.png?|}} The **Skins** pane lists all skins in the model. For each skin, * its name and * the skin number is shown. A single click on a skin selects it, a double click opens the **Skin Inspector** pane as well. Pressing the **F2** key or a single-click on an already selected skin allows you to rename the skin in place. The “**+**” button creates a new skin and adds it to the list. The “**-**” button deletes the currently selected skins. ==== Context menu ==== {{ :modeleditor:skins-list-context-menu.png?|}} An RMB click in the **Skins** pane opens the context menu: * **Rename** allows to rename the skin. * **Add/create new**, like the "**+**" button, creates a new skin and adds it to the list. ===== The skin inspector ===== {{ :modeleditor:skin-inspector.png?|}} Skins don't have explicit properties of their own, thus the **Skin Inspector** pane is just a help dialog that explains the situation: To use a skin, select it in the **Skins** list (shown above), then use the [[:modeleditor:meshes|Mesh Inspector]] to assign a material to the mesh in the selected skin.