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modeleditor:skins [2012-03-28 10:03]
Carsten
modeleditor:skins [2013-01-07 12:07]
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-====== 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. 
- 
-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. 
- 
- 
-===== 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. 
-<​clear>​ 
- 
- 
-==== Context menu ==== 
- 
-{{ :​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>​ 
- 
- 
-===== 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. 
-<​clear>​ 
  
modeleditor/skins.txt ยท Last modified: 2013-01-07 12:07 (external edit)