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modeleditor:skins [2012-03-28 10:03] Carsten |
modeleditor:skins [2013-01-07 12:07] |
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- | ====== Skins ====== | ||
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- | Skins are used to apply alternative sets of materials to a model. | ||
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- | 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. | ||
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- | The Model Editor is used to define and inspect skins as described below. | ||
- | The //use// of skins is up to the game's script or C++ code. | ||
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- | ===== The skins list ===== | ||
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- | {{ :modeleditor:skins-list.png?|}} | ||
- | The **Skins** pane lists all skins in the model. | ||
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- | For each skin, | ||
- | * its name and | ||
- | * the skin number | ||
- | is shown. | ||
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- | A single click on a skin selects it, a double click opens the **Skin Inspector** pane as well. | ||
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- | Pressing the **F2** key or a single-click on an already selected skin allows you to rename the skin in place. | ||
- | <clear> | ||
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- | ==== Context menu ==== | ||
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- | {{ :modeleditor:skins-list-context-menu.png?|}} | ||
- | An RMB click in the **Skins** pane opens the context menu: | ||
- | * **Inspect/Edit** opens the **Mesh Inspector** pane. | ||
- | * **Rename** allows to rename the skin. | ||
- | * **Project new UV-coords...** is a tool for hot-fixing models that did not bring proper UV-coordinates, or none at all: | ||
- | <clear> | ||
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- | ===== The skin inspector ===== | ||
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- | {{ :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: | ||
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- | 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. | ||
- | <clear> | ||