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modeleditor:skins [2012-03-22 11:20]
Carsten created
modeleditor:skins [2013-01-07 12:07] (current)
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 ====== Skins ====== ====== 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 ===== ===== The skins list =====
  
 {{ :​modeleditor:​skins-list.png?​|}} {{ :​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.
 <​clear>​ <​clear>​
  
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 {{ :​modeleditor:​skins-list-context-menu.png?​|}} {{ :​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.
 <​clear>​ <​clear>​
  
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 {{ :​modeleditor:​skin-inspector.png?​|}} {{ :​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>​ <​clear>​
  
modeleditor/skins.1332411615.txt.gz · Last modified: 2013-01-07 12:07 (external edit)