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modeleditor:skins [2012-03-28 10:03]
Carsten
modeleditor:skins [2013-01-07 12:07] (current)
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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. 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.+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 //use// of skins is up to the game's script or C++ code.
  
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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. 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: An RMB click in the **Skins** pane opens the context menu:
-  * **Inspect/​Edit** opens the **Mesh Inspector** pane. 
   * **Rename** allows to rename the skin.   * **Rename** allows to rename the skin.
-  * **Project ​new UV-coords...** is a tool for hot-fixing models that did not bring proper UV-coordinatesor none at all:+  * **Add/​create ​new**, ​like the "​**+**"​ button, creates a new skin and adds it to the list.
 <​clear>​ <​clear>​
  
modeleditor/skins.1332921837.txt.gz · Last modified: 2013-01-07 12:07 (external edit)