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	<id>https://docs.larian.game/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JoykaDeReyst</id>
	<title>Divinity Engine Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://docs.larian.game/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JoykaDeReyst"/>
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	<updated>2026-04-21T10:09:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Weapons_REF_A.zip&amp;diff=5704</id>
		<title>File:Weapons REF A.zip</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Weapons_REF_A.zip&amp;diff=5704"/>
		<updated>2018-02-22T13:33:22Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: JoykaDeReyst uploaded a new version of File:Weapons REF A.zip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Weapons_REF_A.zip&amp;diff=5688</id>
		<title>File:Weapons REF A.zip</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Weapons_REF_A.zip&amp;diff=5688"/>
		<updated>2018-02-19T14:39:33Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: JoykaDeReyst uploaded a new version of File:Weapons REF A.zip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Weapons_REF_A.zip&amp;diff=5677</id>
		<title>File:Weapons REF A.zip</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Weapons_REF_A.zip&amp;diff=5677"/>
		<updated>2018-02-16T15:17:03Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: JoykaDeReyst uploaded a new version of File:Weapons REF A.zip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5656</id>
		<title>Modding: Maya Exporter</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5656"/>
		<updated>2018-02-08T13:11:50Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Setting up Physics in Maya for the MLE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MayaExporter_StepByStep.png|center]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The exporter tool window in Maya 2015&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool lets you export visuals, physics and animations from Maya to the editor (in the required file format).&lt;br /&gt;
It is a set of scripts to add an extra tab to your Maya window.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|For more information on how to install the exporter tool, look here: [[Setup:_Maya_Exporter | Maya Setup Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warningred.png|32px]] These tools are designed for Maya &amp;lt;b&amp;gt;2015&amp;lt;/b&amp;gt; on Windows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Components ==&lt;br /&gt;
&amp;lt;sub&amp;gt;This article references the image at the top of the page&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool consists of the following components:&lt;br /&gt;
# Animation Manager&lt;br /&gt;
# Multi Layer Exporter&lt;br /&gt;
# Modify Path&lt;br /&gt;
# Export Variables Setup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Animation Manager ===&lt;br /&gt;
[[File:MayaExporter_Animation.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The animation manager &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This script works together with the export tool Multi Layer Exporter to help organize and name your animations for export. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the exporter will export the frame range an animation file is saved with and name it the same as the source file, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the Animation manager script it’s possible to add data to your file for the Multi Layer Exporter to read.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This is particularly useful for animations that need to be played out in a start, loop, stop sequence such as Knockdown Status or Various skill activation animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
The animation Manager expects a rig with Dummy_Root as the first bone in the hierarchy. There is support for Root bones named Dummy_*LayerName*&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Already present entries are found when selecting the root dummy with the data present. &amp;lt;br /&amp;gt;&lt;br /&gt;
New entries can be made with the new button on the bottom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Obsolete entries can be removed with the delete button while the entry is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Double clicking any of the fields of an entry allows to edit the data within the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The posebank value is used to differentiate between animations that should be played out and animations that are a set a of set of sequential poses.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is mostly used for death banks which are used to provide a set of death poses. Character animation sets have an animation slot for death banks&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multi Layer Exporter ===&lt;br /&gt;
[[File:MayaExporter_MLE.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The multi layer exporter &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter is the workhorse of this script package.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is responsible for exporting models, physics and animations to their correct formats.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most cases will only show the top left hand panel with the layers currently available in the scene. &amp;lt;br /&amp;gt;&lt;br /&gt;
Layers that shouldn’t be exported can be hidden from this list with the Exclude_ prefix. &amp;lt;br /&amp;gt;&lt;br /&gt;
A Layer should contain the relevant model and its matching physics. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Physics are expected to have the _Phys suffix&amp;lt;br /&amp;gt;&lt;br /&gt;
Rig Bones are expected to have _Bone or Bone_ in their name&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The layer name determines the exported file name:&amp;lt;br /&amp;gt;&lt;br /&gt;
*{LayerName}.lsm (lsm is a custom extension we use to recognize your custom granny files. If you have a .gr2 file, you can simply rename it to .lsm)&lt;br /&gt;
*{LayerName}_Phys.bullet&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The _Base suffix tells the MLE that the layer contains a character rig. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is particularly useful for exporting models that are supposed to be used in a visual set and need their rig exported separately in one piece. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Right Hand panel becomes available when the animation checkbox is checked. &amp;lt;br /&amp;gt;&lt;br /&gt;
When this is checked the MLE will look for a folder in the same location as your currently open maya file with the same name as your currently open maya file. &amp;lt;br /&amp;gt;&lt;br /&gt;
If it finds such a folder it will list all the maya files available in the folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
When exporting, animations are put within a folder with the name of the base file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Alternatively when opening the MLE in a file within a folder with a name similar to one of the maya files neighbouring it MLE will recognize the file as an animation file and show Animation Manager data instead. &amp;lt;br /&amp;gt;&lt;br /&gt;
These files won’t allow model or physics exports.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The bottom History Panel keeps track of where you have exported already. &amp;lt;br /&amp;gt;&lt;br /&gt;
The paths created are dependent on the provided data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
Found mods within the data path and whether or not you have browsed for new paths with the browse button on the botton left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;On start up the MLE searches through the data path for available mods and lists them in the target project dropdown list. &amp;lt;br /&amp;gt;&lt;br /&gt;
If your currently open maya file is in a path containing the currently selected mod’s name it will copy the structure of your assets in the export path. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the source doesn’t match up exports are done within the base folder of the mod.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The actual export button is on the bottom left.&amp;lt;br /&amp;gt;&lt;br /&gt;
The delete and clear all button are for the path history panel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The visual checkbox enables model export doesn’t include objects with a _Phys suffix in their name.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Physics checkbox enables physics export when checked alone only objects with a _Phys suffix in their name are exported.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Checkbox enables animation exporting if you’re working from a base file. Is on by default if the file you are in is recognized as an animation file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make sure to have all model pivots centered on 0,0,0 the exporter does not do this for you.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Export Settings ===&lt;br /&gt;
[[File:MayaExporter_Advanced.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The advanced export settings &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== Edit Export Settings ==== &lt;br /&gt;
Allows you to change the granny preset during export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most likely you’ll never need this in a mod export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Single Character Export ==== &lt;br /&gt;
Tells the MLE to select the entire rig hierarchy rather than just what is skinned to a model. &amp;lt;br /&amp;gt;&lt;br /&gt;
This checkbox can be overridden to be always active in a file with the Export Variables Setup Make Single Object button. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is active by default for a Base Layer export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Export Vertex Colour ====&lt;br /&gt;
Tells the MLE to include vertex colour in the export of the selected layers. &amp;lt;br /&amp;gt;&lt;br /&gt;
This overridden with the Export Variable Setup Make Cloth Simmed since cloth simulation requires vertex colours to be present.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is also overriden by the Export Variable Setup Make vertex Coloured&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Debug Log ====&lt;br /&gt;
This checkbox is for when the Express Export variable is off. &amp;lt;br /&amp;gt;&lt;br /&gt;
It tries to catch any export errors occurring and write them in a debug log which is shows after export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Express Export ====&lt;br /&gt;
This checkbox is off by default it tells the MLE the export the files in the current maya instance. &amp;lt;br /&amp;gt;&lt;br /&gt;
Turn this off if you have a large amount of models to export. With this variable off the MLE will use maya standalone batch mode to export models more quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Maya standalone is used by default for exporting Animations from a base file.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animation Quality ====&lt;br /&gt;
This dropdown list lets you define different compression setting for animation export.&amp;lt;br \&amp;gt;&lt;br /&gt;
The following settings are available:&lt;br /&gt;
*'''Default Quality:''' The default setting used for most animation exports.&lt;br /&gt;
*'''Medium Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down, but increases export time allot.&lt;br /&gt;
*'''High Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down to a minimum, but increases export time allot.&lt;br /&gt;
*'''Low Rotation Tolerance:''' A setting that reduces the amount of rotation jitter. Good for Character Creation poses that are looked at in greater detail.&lt;br /&gt;
*'''Snappy Tolerance:''' A setting that allows an animator export an animation with pose to pose jumps with no limb jitter. Applies to for example the blitz attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modify Path ===&lt;br /&gt;
[[File:MayaExporter_Path.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Data path editor &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter has been specifically modified to use a file hidden within your default maya script path to find the Divinity Engine data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Modify Path script allows you to set up and modify the path saved. &amp;lt;br /&amp;gt;&lt;br /&gt;
The MLE will throw a warning when this isn’t done before its first launch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Variables Setup ===&lt;br /&gt;
[[File:MayaExporter_Variables.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Divinity Engine has a few extra functions that can be activated via variables attached to the model data. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Multi Layer Exporter also reads these variables to ensure everything that needs to be present in the export file is present.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Unskinned Animated is to allow objects which are rigidly animated or include dummies that need to be interacted with be fully recognized as such. &amp;lt;br /&amp;gt;&lt;br /&gt;
Apply this Variable if the object needs effects attached needs to function like a bed or chair or is an object with dummy driven animations like a door. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Cloth Simmed is specifically for character Models with elements that need cloth sim applied. &amp;lt;br /&amp;gt;&lt;br /&gt;
The object needs to have vertex colour applied and the variable this button adds to indicate it needs to be treated as a simulated object. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Vertex Coloured is specifically for meshes that have vertex colours, but won't be cloth simmed. &amp;lt;br /&amp;gt;&lt;br /&gt;
Only used by MLE to determine inclusion of vertex colours during export. &amp;lt;br \&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Proxy Mesh is specifically for meshes that are going to be used as emitter proxies in effect. The MLE automatically changes the export settings for these objects if this setting is found. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Single Object is specifically for the MLE to override the Single Character Export checkbox and include every bone within a detected rig in the export with every single export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on every dummy root and Dummy_*LayerName* objects it finds within the scene.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Setting up Physics in Maya for the MLE===&lt;br /&gt;
&lt;br /&gt;
To set up physics we use the bullet.mll plugin. This plugin should come shipped with every install of maya. &amp;lt;br \&amp;gt;&lt;br /&gt;
If the plugin is active you should have a bullet shelf tab. If it isn't active go to Top Menu -&amp;gt; Window -&amp;gt; Settings/Preferences -&amp;gt; Plug-in Manager&amp;lt;br \&amp;gt;&lt;br /&gt;
Look for bullet.mll in the list and set it to loaded and auto load.&lt;br /&gt;
&lt;br /&gt;
[[File:bulletActive.png|none]]&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:bulletShelf.png|none]]&lt;br /&gt;
&lt;br /&gt;
The bullet shelf works on the current selection. To turn a mesh in a physics mesh click the third button in the shelf '''Create a passive Rigid Body Object.&amp;lt;br \&amp;gt;&lt;br /&gt;
This will attach a BulletRigidBodyShape to your object. This is what we will edit via the attribute editor.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The important settings are ''Body type'' and ''Collider Shape Type.''&lt;br /&gt;
&lt;br /&gt;
[[File:staticphysics.png|none]]&lt;br /&gt;
&lt;br /&gt;
For a physics object that can not move the Body type should be set to Static body&lt;br /&gt;
&lt;br /&gt;
[[File:kinematicphysics.png|none]]&lt;br /&gt;
&lt;br /&gt;
For a physics object that can move the Body type should be set to Kinematic RigidBody&lt;br /&gt;
&lt;br /&gt;
'''!!!Important: Don't ever use Dynamic Rigid Body as a body type. This is reserved for ragdolls only!!!'''&lt;br /&gt;
&lt;br /&gt;
Currently supported shape types are:&lt;br /&gt;
*Box/Box2D (Plane)&lt;br /&gt;
*Sphere&lt;br /&gt;
*Capsule&lt;br /&gt;
*Convex Hull&lt;br /&gt;
*Mesh (Static Only)&lt;br /&gt;
*Cylinder&lt;br /&gt;
&lt;br /&gt;
The best supported shape type is hull, but feel free to experiment with the other shape types to see how they work.&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
To visualize the rigid body shapes look for the bullet solver shape in the outline and check it's ''Solver Display -&amp;gt; Collision Shape'' &amp;lt;br \&amp;gt;&lt;br /&gt;
this will draw a wireframe representation of what the bullet plugin thinks your physics mesh looks like.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BulletSolverVisualize.png|none]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Physics are an approximation of reality you can't have the worlds most complex shapes and expect calculations to go well. Keep it simple first and foremost.&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5655</id>
		<title>Modding: Maya Exporter</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5655"/>
		<updated>2018-02-08T13:11:22Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Setting up Physics in Maya for the MLE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MayaExporter_StepByStep.png|center]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The exporter tool window in Maya 2015&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool lets you export visuals, physics and animations from Maya to the editor (in the required file format).&lt;br /&gt;
It is a set of scripts to add an extra tab to your Maya window.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|For more information on how to install the exporter tool, look here: [[Setup:_Maya_Exporter | Maya Setup Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warningred.png|32px]] These tools are designed for Maya &amp;lt;b&amp;gt;2015&amp;lt;/b&amp;gt; on Windows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Components ==&lt;br /&gt;
&amp;lt;sub&amp;gt;This article references the image at the top of the page&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool consists of the following components:&lt;br /&gt;
# Animation Manager&lt;br /&gt;
# Multi Layer Exporter&lt;br /&gt;
# Modify Path&lt;br /&gt;
# Export Variables Setup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Animation Manager ===&lt;br /&gt;
[[File:MayaExporter_Animation.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The animation manager &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This script works together with the export tool Multi Layer Exporter to help organize and name your animations for export. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the exporter will export the frame range an animation file is saved with and name it the same as the source file, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the Animation manager script it’s possible to add data to your file for the Multi Layer Exporter to read.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This is particularly useful for animations that need to be played out in a start, loop, stop sequence such as Knockdown Status or Various skill activation animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
The animation Manager expects a rig with Dummy_Root as the first bone in the hierarchy. There is support for Root bones named Dummy_*LayerName*&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Already present entries are found when selecting the root dummy with the data present. &amp;lt;br /&amp;gt;&lt;br /&gt;
New entries can be made with the new button on the bottom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Obsolete entries can be removed with the delete button while the entry is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Double clicking any of the fields of an entry allows to edit the data within the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The posebank value is used to differentiate between animations that should be played out and animations that are a set a of set of sequential poses.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is mostly used for death banks which are used to provide a set of death poses. Character animation sets have an animation slot for death banks&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multi Layer Exporter ===&lt;br /&gt;
[[File:MayaExporter_MLE.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The multi layer exporter &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter is the workhorse of this script package.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is responsible for exporting models, physics and animations to their correct formats.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most cases will only show the top left hand panel with the layers currently available in the scene. &amp;lt;br /&amp;gt;&lt;br /&gt;
Layers that shouldn’t be exported can be hidden from this list with the Exclude_ prefix. &amp;lt;br /&amp;gt;&lt;br /&gt;
A Layer should contain the relevant model and its matching physics. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Physics are expected to have the _Phys suffix&amp;lt;br /&amp;gt;&lt;br /&gt;
Rig Bones are expected to have _Bone or Bone_ in their name&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The layer name determines the exported file name:&amp;lt;br /&amp;gt;&lt;br /&gt;
*{LayerName}.lsm (lsm is a custom extension we use to recognize your custom granny files. If you have a .gr2 file, you can simply rename it to .lsm)&lt;br /&gt;
*{LayerName}_Phys.bullet&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The _Base suffix tells the MLE that the layer contains a character rig. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is particularly useful for exporting models that are supposed to be used in a visual set and need their rig exported separately in one piece. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Right Hand panel becomes available when the animation checkbox is checked. &amp;lt;br /&amp;gt;&lt;br /&gt;
When this is checked the MLE will look for a folder in the same location as your currently open maya file with the same name as your currently open maya file. &amp;lt;br /&amp;gt;&lt;br /&gt;
If it finds such a folder it will list all the maya files available in the folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
When exporting, animations are put within a folder with the name of the base file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Alternatively when opening the MLE in a file within a folder with a name similar to one of the maya files neighbouring it MLE will recognize the file as an animation file and show Animation Manager data instead. &amp;lt;br /&amp;gt;&lt;br /&gt;
These files won’t allow model or physics exports.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The bottom History Panel keeps track of where you have exported already. &amp;lt;br /&amp;gt;&lt;br /&gt;
The paths created are dependent on the provided data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
Found mods within the data path and whether or not you have browsed for new paths with the browse button on the botton left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;On start up the MLE searches through the data path for available mods and lists them in the target project dropdown list. &amp;lt;br /&amp;gt;&lt;br /&gt;
If your currently open maya file is in a path containing the currently selected mod’s name it will copy the structure of your assets in the export path. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the source doesn’t match up exports are done within the base folder of the mod.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The actual export button is on the bottom left.&amp;lt;br /&amp;gt;&lt;br /&gt;
The delete and clear all button are for the path history panel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The visual checkbox enables model export doesn’t include objects with a _Phys suffix in their name.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Physics checkbox enables physics export when checked alone only objects with a _Phys suffix in their name are exported.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Checkbox enables animation exporting if you’re working from a base file. Is on by default if the file you are in is recognized as an animation file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make sure to have all model pivots centered on 0,0,0 the exporter does not do this for you.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Export Settings ===&lt;br /&gt;
[[File:MayaExporter_Advanced.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The advanced export settings &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== Edit Export Settings ==== &lt;br /&gt;
Allows you to change the granny preset during export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most likely you’ll never need this in a mod export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Single Character Export ==== &lt;br /&gt;
Tells the MLE to select the entire rig hierarchy rather than just what is skinned to a model. &amp;lt;br /&amp;gt;&lt;br /&gt;
This checkbox can be overridden to be always active in a file with the Export Variables Setup Make Single Object button. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is active by default for a Base Layer export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Export Vertex Colour ====&lt;br /&gt;
Tells the MLE to include vertex colour in the export of the selected layers. &amp;lt;br /&amp;gt;&lt;br /&gt;
This overridden with the Export Variable Setup Make Cloth Simmed since cloth simulation requires vertex colours to be present.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is also overriden by the Export Variable Setup Make vertex Coloured&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Debug Log ====&lt;br /&gt;
This checkbox is for when the Express Export variable is off. &amp;lt;br /&amp;gt;&lt;br /&gt;
It tries to catch any export errors occurring and write them in a debug log which is shows after export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Express Export ====&lt;br /&gt;
This checkbox is off by default it tells the MLE the export the files in the current maya instance. &amp;lt;br /&amp;gt;&lt;br /&gt;
Turn this off if you have a large amount of models to export. With this variable off the MLE will use maya standalone batch mode to export models more quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Maya standalone is used by default for exporting Animations from a base file.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animation Quality ====&lt;br /&gt;
This dropdown list lets you define different compression setting for animation export.&amp;lt;br \&amp;gt;&lt;br /&gt;
The following settings are available:&lt;br /&gt;
*'''Default Quality:''' The default setting used for most animation exports.&lt;br /&gt;
*'''Medium Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down, but increases export time allot.&lt;br /&gt;
*'''High Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down to a minimum, but increases export time allot.&lt;br /&gt;
*'''Low Rotation Tolerance:''' A setting that reduces the amount of rotation jitter. Good for Character Creation poses that are looked at in greater detail.&lt;br /&gt;
*'''Snappy Tolerance:''' A setting that allows an animator export an animation with pose to pose jumps with no limb jitter. Applies to for example the blitz attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modify Path ===&lt;br /&gt;
[[File:MayaExporter_Path.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Data path editor &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter has been specifically modified to use a file hidden within your default maya script path to find the Divinity Engine data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Modify Path script allows you to set up and modify the path saved. &amp;lt;br /&amp;gt;&lt;br /&gt;
The MLE will throw a warning when this isn’t done before its first launch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Variables Setup ===&lt;br /&gt;
[[File:MayaExporter_Variables.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Divinity Engine has a few extra functions that can be activated via variables attached to the model data. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Multi Layer Exporter also reads these variables to ensure everything that needs to be present in the export file is present.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Unskinned Animated is to allow objects which are rigidly animated or include dummies that need to be interacted with be fully recognized as such. &amp;lt;br /&amp;gt;&lt;br /&gt;
Apply this Variable if the object needs effects attached needs to function like a bed or chair or is an object with dummy driven animations like a door. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Cloth Simmed is specifically for character Models with elements that need cloth sim applied. &amp;lt;br /&amp;gt;&lt;br /&gt;
The object needs to have vertex colour applied and the variable this button adds to indicate it needs to be treated as a simulated object. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Vertex Coloured is specifically for meshes that have vertex colours, but won't be cloth simmed. &amp;lt;br /&amp;gt;&lt;br /&gt;
Only used by MLE to determine inclusion of vertex colours during export. &amp;lt;br \&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Proxy Mesh is specifically for meshes that are going to be used as emitter proxies in effect. The MLE automatically changes the export settings for these objects if this setting is found. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Single Object is specifically for the MLE to override the Single Character Export checkbox and include every bone within a detected rig in the export with every single export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on every dummy root and Dummy_*LayerName* objects it finds within the scene.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Setting up Physics in Maya for the MLE===&lt;br /&gt;
&lt;br /&gt;
To set up physics we use the bullet.mll plugin. This plugin should come shipped with every install of maya. &amp;lt;br \&amp;gt;&lt;br /&gt;
If the plugin is active you should have a bullet shelf tab. If it isn't active go to Top Menu -&amp;gt; Window -&amp;gt; Settings/Preferences -&amp;gt; Plug-in Manager&amp;lt;br \&amp;gt;&lt;br /&gt;
Look for bullet.mll in the list and set it to loaded and auto load.&lt;br /&gt;
&lt;br /&gt;
[[File:bulletActive.png|none]]&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:bulletShelf.png|none]]&lt;br /&gt;
&lt;br /&gt;
The bullet shelf works on the current selection. To turn a mesh in a physics mesh click the third button in the shelf '''Create a passive Rigid Body Object.&amp;lt;br \&amp;gt;&lt;br /&gt;
This will attach a BulletRigidBodyShape to your object. This is what we will edit via the attribute editor.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The important settings are ''Body type'' and ''Collider Shape Type.''&lt;br /&gt;
&lt;br /&gt;
[[File:staticphysics.png|none]]&lt;br /&gt;
&lt;br /&gt;
For a physics object that can not move the Body type should be set to Static body&lt;br /&gt;
&lt;br /&gt;
[[File:kinematicphysics.png|none]]&lt;br /&gt;
&lt;br /&gt;
For a physics object that can move the Body type should be set to Kinematic RigidBody&lt;br /&gt;
&lt;br /&gt;
'''!!!Important: Don't ever use Dynamic Rigid Body as a body type. This is reserved for ragdolls only!!!'''&lt;br /&gt;
&lt;br /&gt;
Currently supported shape types are:&lt;br /&gt;
*Box/Box2D (Plane)&lt;br /&gt;
*Sphere&lt;br /&gt;
*Capsule&lt;br /&gt;
*Convex Hull&lt;br /&gt;
*Mesh (Static Only)&lt;br /&gt;
*Cylinder&lt;br /&gt;
&lt;br /&gt;
The best supported shape type is hull, but feel free to experiment with the other shape types to see how they work.&amp;lt;br \&amp;gt;&lt;br /&gt;
To visualize the rigid body shapes look for the bullet solver shape in the outline and check it's ''Solver Display -&amp;gt; Collision Shape'' &amp;lt;br \&amp;gt;&lt;br /&gt;
this will draw a wireframe representation of what the bullet plugin thinks your physics mesh looks like.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BulletSolverVisualize.png|none]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Physics are an approximation of reality you can't have the worlds most complex shapes and expect calculations to go well. Keep it simple first and foremost.&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5654</id>
		<title>Modding: Maya Exporter</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5654"/>
		<updated>2018-02-08T13:11:04Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Setting up Physics in Maya for the MLE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MayaExporter_StepByStep.png|center]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The exporter tool window in Maya 2015&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool lets you export visuals, physics and animations from Maya to the editor (in the required file format).&lt;br /&gt;
It is a set of scripts to add an extra tab to your Maya window.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|For more information on how to install the exporter tool, look here: [[Setup:_Maya_Exporter | Maya Setup Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warningred.png|32px]] These tools are designed for Maya &amp;lt;b&amp;gt;2015&amp;lt;/b&amp;gt; on Windows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Components ==&lt;br /&gt;
&amp;lt;sub&amp;gt;This article references the image at the top of the page&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool consists of the following components:&lt;br /&gt;
# Animation Manager&lt;br /&gt;
# Multi Layer Exporter&lt;br /&gt;
# Modify Path&lt;br /&gt;
# Export Variables Setup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Animation Manager ===&lt;br /&gt;
[[File:MayaExporter_Animation.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The animation manager &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This script works together with the export tool Multi Layer Exporter to help organize and name your animations for export. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the exporter will export the frame range an animation file is saved with and name it the same as the source file, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the Animation manager script it’s possible to add data to your file for the Multi Layer Exporter to read.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This is particularly useful for animations that need to be played out in a start, loop, stop sequence such as Knockdown Status or Various skill activation animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
The animation Manager expects a rig with Dummy_Root as the first bone in the hierarchy. There is support for Root bones named Dummy_*LayerName*&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Already present entries are found when selecting the root dummy with the data present. &amp;lt;br /&amp;gt;&lt;br /&gt;
New entries can be made with the new button on the bottom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Obsolete entries can be removed with the delete button while the entry is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Double clicking any of the fields of an entry allows to edit the data within the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The posebank value is used to differentiate between animations that should be played out and animations that are a set a of set of sequential poses.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is mostly used for death banks which are used to provide a set of death poses. Character animation sets have an animation slot for death banks&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multi Layer Exporter ===&lt;br /&gt;
[[File:MayaExporter_MLE.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The multi layer exporter &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter is the workhorse of this script package.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is responsible for exporting models, physics and animations to their correct formats.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most cases will only show the top left hand panel with the layers currently available in the scene. &amp;lt;br /&amp;gt;&lt;br /&gt;
Layers that shouldn’t be exported can be hidden from this list with the Exclude_ prefix. &amp;lt;br /&amp;gt;&lt;br /&gt;
A Layer should contain the relevant model and its matching physics. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Physics are expected to have the _Phys suffix&amp;lt;br /&amp;gt;&lt;br /&gt;
Rig Bones are expected to have _Bone or Bone_ in their name&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The layer name determines the exported file name:&amp;lt;br /&amp;gt;&lt;br /&gt;
*{LayerName}.lsm (lsm is a custom extension we use to recognize your custom granny files. If you have a .gr2 file, you can simply rename it to .lsm)&lt;br /&gt;
*{LayerName}_Phys.bullet&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The _Base suffix tells the MLE that the layer contains a character rig. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is particularly useful for exporting models that are supposed to be used in a visual set and need their rig exported separately in one piece. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Right Hand panel becomes available when the animation checkbox is checked. &amp;lt;br /&amp;gt;&lt;br /&gt;
When this is checked the MLE will look for a folder in the same location as your currently open maya file with the same name as your currently open maya file. &amp;lt;br /&amp;gt;&lt;br /&gt;
If it finds such a folder it will list all the maya files available in the folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
When exporting, animations are put within a folder with the name of the base file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Alternatively when opening the MLE in a file within a folder with a name similar to one of the maya files neighbouring it MLE will recognize the file as an animation file and show Animation Manager data instead. &amp;lt;br /&amp;gt;&lt;br /&gt;
These files won’t allow model or physics exports.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The bottom History Panel keeps track of where you have exported already. &amp;lt;br /&amp;gt;&lt;br /&gt;
The paths created are dependent on the provided data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
Found mods within the data path and whether or not you have browsed for new paths with the browse button on the botton left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;On start up the MLE searches through the data path for available mods and lists them in the target project dropdown list. &amp;lt;br /&amp;gt;&lt;br /&gt;
If your currently open maya file is in a path containing the currently selected mod’s name it will copy the structure of your assets in the export path. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the source doesn’t match up exports are done within the base folder of the mod.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The actual export button is on the bottom left.&amp;lt;br /&amp;gt;&lt;br /&gt;
The delete and clear all button are for the path history panel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The visual checkbox enables model export doesn’t include objects with a _Phys suffix in their name.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Physics checkbox enables physics export when checked alone only objects with a _Phys suffix in their name are exported.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Checkbox enables animation exporting if you’re working from a base file. Is on by default if the file you are in is recognized as an animation file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make sure to have all model pivots centered on 0,0,0 the exporter does not do this for you.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Export Settings ===&lt;br /&gt;
[[File:MayaExporter_Advanced.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The advanced export settings &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== Edit Export Settings ==== &lt;br /&gt;
Allows you to change the granny preset during export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most likely you’ll never need this in a mod export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Single Character Export ==== &lt;br /&gt;
Tells the MLE to select the entire rig hierarchy rather than just what is skinned to a model. &amp;lt;br /&amp;gt;&lt;br /&gt;
This checkbox can be overridden to be always active in a file with the Export Variables Setup Make Single Object button. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is active by default for a Base Layer export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Export Vertex Colour ====&lt;br /&gt;
Tells the MLE to include vertex colour in the export of the selected layers. &amp;lt;br /&amp;gt;&lt;br /&gt;
This overridden with the Export Variable Setup Make Cloth Simmed since cloth simulation requires vertex colours to be present.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is also overriden by the Export Variable Setup Make vertex Coloured&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Debug Log ====&lt;br /&gt;
This checkbox is for when the Express Export variable is off. &amp;lt;br /&amp;gt;&lt;br /&gt;
It tries to catch any export errors occurring and write them in a debug log which is shows after export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Express Export ====&lt;br /&gt;
This checkbox is off by default it tells the MLE the export the files in the current maya instance. &amp;lt;br /&amp;gt;&lt;br /&gt;
Turn this off if you have a large amount of models to export. With this variable off the MLE will use maya standalone batch mode to export models more quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Maya standalone is used by default for exporting Animations from a base file.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animation Quality ====&lt;br /&gt;
This dropdown list lets you define different compression setting for animation export.&amp;lt;br \&amp;gt;&lt;br /&gt;
The following settings are available:&lt;br /&gt;
*'''Default Quality:''' The default setting used for most animation exports.&lt;br /&gt;
*'''Medium Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down, but increases export time allot.&lt;br /&gt;
*'''High Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down to a minimum, but increases export time allot.&lt;br /&gt;
*'''Low Rotation Tolerance:''' A setting that reduces the amount of rotation jitter. Good for Character Creation poses that are looked at in greater detail.&lt;br /&gt;
*'''Snappy Tolerance:''' A setting that allows an animator export an animation with pose to pose jumps with no limb jitter. Applies to for example the blitz attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modify Path ===&lt;br /&gt;
[[File:MayaExporter_Path.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Data path editor &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter has been specifically modified to use a file hidden within your default maya script path to find the Divinity Engine data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Modify Path script allows you to set up and modify the path saved. &amp;lt;br /&amp;gt;&lt;br /&gt;
The MLE will throw a warning when this isn’t done before its first launch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Variables Setup ===&lt;br /&gt;
[[File:MayaExporter_Variables.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Divinity Engine has a few extra functions that can be activated via variables attached to the model data. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Multi Layer Exporter also reads these variables to ensure everything that needs to be present in the export file is present.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Unskinned Animated is to allow objects which are rigidly animated or include dummies that need to be interacted with be fully recognized as such. &amp;lt;br /&amp;gt;&lt;br /&gt;
Apply this Variable if the object needs effects attached needs to function like a bed or chair or is an object with dummy driven animations like a door. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Cloth Simmed is specifically for character Models with elements that need cloth sim applied. &amp;lt;br /&amp;gt;&lt;br /&gt;
The object needs to have vertex colour applied and the variable this button adds to indicate it needs to be treated as a simulated object. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Vertex Coloured is specifically for meshes that have vertex colours, but won't be cloth simmed. &amp;lt;br /&amp;gt;&lt;br /&gt;
Only used by MLE to determine inclusion of vertex colours during export. &amp;lt;br \&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Proxy Mesh is specifically for meshes that are going to be used as emitter proxies in effect. The MLE automatically changes the export settings for these objects if this setting is found. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Single Object is specifically for the MLE to override the Single Character Export checkbox and include every bone within a detected rig in the export with every single export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on every dummy root and Dummy_*LayerName* objects it finds within the scene.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Setting up Physics in Maya for the MLE===&lt;br /&gt;
&lt;br /&gt;
To set up physics we use the bullet.mll plugin. This plugin should come shipped with every install of maya. &amp;lt;br \&amp;gt;&lt;br /&gt;
If the plugin is active you should have a bullet shelf tab. If it isn't active go to Top Menu -&amp;gt; Window -&amp;gt; Settings/Preferences -&amp;gt; Plug-in Manager&amp;lt;br \&amp;gt;&lt;br /&gt;
Look for bullet.mll in the list and set it to loaded and auto load.&lt;br /&gt;
&lt;br /&gt;
[[File:bulletActive.png|none]]&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:bulletShelf.png|none]]&lt;br /&gt;
&lt;br /&gt;
The bullet shelf works on the current selection. To turn a mesh in a physics mesh click the third button in the shelf '''Create a passive Rigid Body Object.&amp;lt;br \&amp;gt;&lt;br /&gt;
This will attach a BulletRigidBodyShape to your object. This is what we will edit via the attribute editor.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The important settings are ''Body type'' and ''Collider Shape Type.''&lt;br /&gt;
&lt;br /&gt;
[[File:staticphysics.png|none]]&lt;br /&gt;
&lt;br /&gt;
For a physics object that can not move the Body type should be set to Static body&lt;br /&gt;
&lt;br /&gt;
[[File:kinematicphysics.png|none]]&lt;br /&gt;
&lt;br /&gt;
For a physics object that can move the Body type should be set to Kinematic RigidBody&lt;br /&gt;
&lt;br /&gt;
'''!!!Important: Don't ever use Dynamic Rigid Body as a body type. This is reserved for rigid bodies only!!!'''&lt;br /&gt;
&lt;br /&gt;
Currently supported shape types are:&lt;br /&gt;
*Box/Box2D (Plane)&lt;br /&gt;
*Sphere&lt;br /&gt;
*Capsule&lt;br /&gt;
*Convex Hull&lt;br /&gt;
*Mesh (Static Only)&lt;br /&gt;
*Cylinder&lt;br /&gt;
&lt;br /&gt;
The best supported shape type is hull, but feel free to experiment with the other shape types to see how they work.&amp;lt;br \&amp;gt;&lt;br /&gt;
To visualize the rigid body shapes look for the bullet solver shape in the outline and check it's ''Solver Display -&amp;gt; Collision Shape'' &amp;lt;br \&amp;gt;&lt;br /&gt;
this will draw a wireframe representation of what the bullet plugin thinks your physics mesh looks like.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BulletSolverVisualize.png|none]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Physics are an approximation of reality you can't have the worlds most complex shapes and expect calculations to go well. Keep it simple first and foremost.&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5653</id>
		<title>Modding: Maya Exporter</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5653"/>
		<updated>2018-02-08T13:10:36Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Setting up Physics in Maya for the MLE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MayaExporter_StepByStep.png|center]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The exporter tool window in Maya 2015&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool lets you export visuals, physics and animations from Maya to the editor (in the required file format).&lt;br /&gt;
It is a set of scripts to add an extra tab to your Maya window.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|For more information on how to install the exporter tool, look here: [[Setup:_Maya_Exporter | Maya Setup Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warningred.png|32px]] These tools are designed for Maya &amp;lt;b&amp;gt;2015&amp;lt;/b&amp;gt; on Windows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Components ==&lt;br /&gt;
&amp;lt;sub&amp;gt;This article references the image at the top of the page&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool consists of the following components:&lt;br /&gt;
# Animation Manager&lt;br /&gt;
# Multi Layer Exporter&lt;br /&gt;
# Modify Path&lt;br /&gt;
# Export Variables Setup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Animation Manager ===&lt;br /&gt;
[[File:MayaExporter_Animation.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The animation manager &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This script works together with the export tool Multi Layer Exporter to help organize and name your animations for export. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the exporter will export the frame range an animation file is saved with and name it the same as the source file, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the Animation manager script it’s possible to add data to your file for the Multi Layer Exporter to read.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This is particularly useful for animations that need to be played out in a start, loop, stop sequence such as Knockdown Status or Various skill activation animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
The animation Manager expects a rig with Dummy_Root as the first bone in the hierarchy. There is support for Root bones named Dummy_*LayerName*&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Already present entries are found when selecting the root dummy with the data present. &amp;lt;br /&amp;gt;&lt;br /&gt;
New entries can be made with the new button on the bottom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Obsolete entries can be removed with the delete button while the entry is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Double clicking any of the fields of an entry allows to edit the data within the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The posebank value is used to differentiate between animations that should be played out and animations that are a set a of set of sequential poses.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is mostly used for death banks which are used to provide a set of death poses. Character animation sets have an animation slot for death banks&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multi Layer Exporter ===&lt;br /&gt;
[[File:MayaExporter_MLE.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The multi layer exporter &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter is the workhorse of this script package.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is responsible for exporting models, physics and animations to their correct formats.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most cases will only show the top left hand panel with the layers currently available in the scene. &amp;lt;br /&amp;gt;&lt;br /&gt;
Layers that shouldn’t be exported can be hidden from this list with the Exclude_ prefix. &amp;lt;br /&amp;gt;&lt;br /&gt;
A Layer should contain the relevant model and its matching physics. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Physics are expected to have the _Phys suffix&amp;lt;br /&amp;gt;&lt;br /&gt;
Rig Bones are expected to have _Bone or Bone_ in their name&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The layer name determines the exported file name:&amp;lt;br /&amp;gt;&lt;br /&gt;
*{LayerName}.lsm (lsm is a custom extension we use to recognize your custom granny files. If you have a .gr2 file, you can simply rename it to .lsm)&lt;br /&gt;
*{LayerName}_Phys.bullet&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The _Base suffix tells the MLE that the layer contains a character rig. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is particularly useful for exporting models that are supposed to be used in a visual set and need their rig exported separately in one piece. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Right Hand panel becomes available when the animation checkbox is checked. &amp;lt;br /&amp;gt;&lt;br /&gt;
When this is checked the MLE will look for a folder in the same location as your currently open maya file with the same name as your currently open maya file. &amp;lt;br /&amp;gt;&lt;br /&gt;
If it finds such a folder it will list all the maya files available in the folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
When exporting, animations are put within a folder with the name of the base file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Alternatively when opening the MLE in a file within a folder with a name similar to one of the maya files neighbouring it MLE will recognize the file as an animation file and show Animation Manager data instead. &amp;lt;br /&amp;gt;&lt;br /&gt;
These files won’t allow model or physics exports.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The bottom History Panel keeps track of where you have exported already. &amp;lt;br /&amp;gt;&lt;br /&gt;
The paths created are dependent on the provided data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
Found mods within the data path and whether or not you have browsed for new paths with the browse button on the botton left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;On start up the MLE searches through the data path for available mods and lists them in the target project dropdown list. &amp;lt;br /&amp;gt;&lt;br /&gt;
If your currently open maya file is in a path containing the currently selected mod’s name it will copy the structure of your assets in the export path. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the source doesn’t match up exports are done within the base folder of the mod.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The actual export button is on the bottom left.&amp;lt;br /&amp;gt;&lt;br /&gt;
The delete and clear all button are for the path history panel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The visual checkbox enables model export doesn’t include objects with a _Phys suffix in their name.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Physics checkbox enables physics export when checked alone only objects with a _Phys suffix in their name are exported.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Checkbox enables animation exporting if you’re working from a base file. Is on by default if the file you are in is recognized as an animation file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make sure to have all model pivots centered on 0,0,0 the exporter does not do this for you.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Export Settings ===&lt;br /&gt;
[[File:MayaExporter_Advanced.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The advanced export settings &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== Edit Export Settings ==== &lt;br /&gt;
Allows you to change the granny preset during export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most likely you’ll never need this in a mod export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Single Character Export ==== &lt;br /&gt;
Tells the MLE to select the entire rig hierarchy rather than just what is skinned to a model. &amp;lt;br /&amp;gt;&lt;br /&gt;
This checkbox can be overridden to be always active in a file with the Export Variables Setup Make Single Object button. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is active by default for a Base Layer export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Export Vertex Colour ====&lt;br /&gt;
Tells the MLE to include vertex colour in the export of the selected layers. &amp;lt;br /&amp;gt;&lt;br /&gt;
This overridden with the Export Variable Setup Make Cloth Simmed since cloth simulation requires vertex colours to be present.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is also overriden by the Export Variable Setup Make vertex Coloured&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Debug Log ====&lt;br /&gt;
This checkbox is for when the Express Export variable is off. &amp;lt;br /&amp;gt;&lt;br /&gt;
It tries to catch any export errors occurring and write them in a debug log which is shows after export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Express Export ====&lt;br /&gt;
This checkbox is off by default it tells the MLE the export the files in the current maya instance. &amp;lt;br /&amp;gt;&lt;br /&gt;
Turn this off if you have a large amount of models to export. With this variable off the MLE will use maya standalone batch mode to export models more quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Maya standalone is used by default for exporting Animations from a base file.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animation Quality ====&lt;br /&gt;
This dropdown list lets you define different compression setting for animation export.&amp;lt;br \&amp;gt;&lt;br /&gt;
The following settings are available:&lt;br /&gt;
*'''Default Quality:''' The default setting used for most animation exports.&lt;br /&gt;
*'''Medium Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down, but increases export time allot.&lt;br /&gt;
*'''High Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down to a minimum, but increases export time allot.&lt;br /&gt;
*'''Low Rotation Tolerance:''' A setting that reduces the amount of rotation jitter. Good for Character Creation poses that are looked at in greater detail.&lt;br /&gt;
*'''Snappy Tolerance:''' A setting that allows an animator export an animation with pose to pose jumps with no limb jitter. Applies to for example the blitz attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modify Path ===&lt;br /&gt;
[[File:MayaExporter_Path.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Data path editor &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter has been specifically modified to use a file hidden within your default maya script path to find the Divinity Engine data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Modify Path script allows you to set up and modify the path saved. &amp;lt;br /&amp;gt;&lt;br /&gt;
The MLE will throw a warning when this isn’t done before its first launch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Variables Setup ===&lt;br /&gt;
[[File:MayaExporter_Variables.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Divinity Engine has a few extra functions that can be activated via variables attached to the model data. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Multi Layer Exporter also reads these variables to ensure everything that needs to be present in the export file is present.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Unskinned Animated is to allow objects which are rigidly animated or include dummies that need to be interacted with be fully recognized as such. &amp;lt;br /&amp;gt;&lt;br /&gt;
Apply this Variable if the object needs effects attached needs to function like a bed or chair or is an object with dummy driven animations like a door. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Cloth Simmed is specifically for character Models with elements that need cloth sim applied. &amp;lt;br /&amp;gt;&lt;br /&gt;
The object needs to have vertex colour applied and the variable this button adds to indicate it needs to be treated as a simulated object. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Vertex Coloured is specifically for meshes that have vertex colours, but won't be cloth simmed. &amp;lt;br /&amp;gt;&lt;br /&gt;
Only used by MLE to determine inclusion of vertex colours during export. &amp;lt;br \&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Proxy Mesh is specifically for meshes that are going to be used as emitter proxies in effect. The MLE automatically changes the export settings for these objects if this setting is found. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Single Object is specifically for the MLE to override the Single Character Export checkbox and include every bone within a detected rig in the export with every single export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on every dummy root and Dummy_*LayerName* objects it finds within the scene.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Setting up Physics in Maya for the MLE===&lt;br /&gt;
&lt;br /&gt;
To set up physics we use the bullet.mll plugin. This plugin should come shipped with every install of maya. &amp;lt;br \&amp;gt;&lt;br /&gt;
If the plugin is active you should have a bullet shelf tab. If it isn't active go to Top Menu -&amp;gt; Window -&amp;gt; Settings/Preferences -&amp;gt; Plug-in Manager&amp;lt;br \&amp;gt;&lt;br /&gt;
Look for bullet.mll in the list and set it to loaded and auto load.&lt;br /&gt;
&lt;br /&gt;
[[File:bulletActive.png|none]]&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:bulletShelf.png|none]]&lt;br /&gt;
&lt;br /&gt;
The bullet shelf works on the current selection. To turn a mesh in a physics mesh click the third button in the shelf '''Create a passive Rigid Body Object.&amp;lt;br \&amp;gt;&lt;br /&gt;
This will attach a BulletRigidBodyShape to your object. This is what we will edit via the attribute editor.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The important settings are ''Body type'' and ''Collider Shape Type.''&lt;br /&gt;
&lt;br /&gt;
[[File:staticphysics.png|none]]&lt;br /&gt;
&lt;br /&gt;
For a physics object that can not move the Body type should be set to Static body&lt;br /&gt;
&lt;br /&gt;
[[File:kinematicphysics.png|none]]&lt;br /&gt;
&lt;br /&gt;
For a physics object that can move the Body type should be set to Kinematic RigidBody&lt;br /&gt;
&lt;br /&gt;
'''!!!Important: Don't ever use Dynamic Rigid Body as a body type. This is reserved for rigid bodies only!!!'''&lt;br /&gt;
&lt;br /&gt;
Currently supported shape types are:&lt;br /&gt;
*Box/Box2D (Plane)&lt;br /&gt;
*Sphere&lt;br /&gt;
*Capsule&lt;br /&gt;
*Convex Hull&lt;br /&gt;
*Mesh (Static Only)&lt;br /&gt;
*Cylinder&lt;br /&gt;
&lt;br /&gt;
The best supported shape type is hull, but feel free to experiment with the other shape types to see how they work.&amp;lt;br \&amp;gt;&lt;br /&gt;
To visualize the rigid body shapes look for the bullet solver shape in the outline and check it's ''Solver Display -&amp;gt; Collision Shape'' &amp;lt;br \&amp;gt;&lt;br /&gt;
this will draw a wireframe representation of what the bullet plugin thinks your physics mesh looks like.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BulletSolverVisualize.png|none]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Physics are an approximation of reality you can't have the worlds most comples shape and expect calculations to go well. Keep it simple first and foremost.&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:BulletSolverVisualize.png&amp;diff=5652</id>
		<title>File:BulletSolverVisualize.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:BulletSolverVisualize.png&amp;diff=5652"/>
		<updated>2018-02-08T13:08:29Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Kinematicphysics.png&amp;diff=5651</id>
		<title>File:Kinematicphysics.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Kinematicphysics.png&amp;diff=5651"/>
		<updated>2018-02-08T13:07:54Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Staticphysics.png&amp;diff=5650</id>
		<title>File:Staticphysics.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Staticphysics.png&amp;diff=5650"/>
		<updated>2018-02-08T13:07:42Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:BulletShelf.png&amp;diff=5649</id>
		<title>File:BulletShelf.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:BulletShelf.png&amp;diff=5649"/>
		<updated>2018-02-08T13:07:26Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:BulletActive.png&amp;diff=5648</id>
		<title>File:BulletActive.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:BulletActive.png&amp;diff=5648"/>
		<updated>2018-02-08T13:07:14Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5647</id>
		<title>Modding: Maya Exporter</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5647"/>
		<updated>2018-02-08T12:54:10Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MayaExporter_StepByStep.png|center]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The exporter tool window in Maya 2015&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool lets you export visuals, physics and animations from Maya to the editor (in the required file format).&lt;br /&gt;
It is a set of scripts to add an extra tab to your Maya window.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|For more information on how to install the exporter tool, look here: [[Setup:_Maya_Exporter | Maya Setup Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warningred.png|32px]] These tools are designed for Maya &amp;lt;b&amp;gt;2015&amp;lt;/b&amp;gt; on Windows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Components ==&lt;br /&gt;
&amp;lt;sub&amp;gt;This article references the image at the top of the page&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool consists of the following components:&lt;br /&gt;
# Animation Manager&lt;br /&gt;
# Multi Layer Exporter&lt;br /&gt;
# Modify Path&lt;br /&gt;
# Export Variables Setup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Animation Manager ===&lt;br /&gt;
[[File:MayaExporter_Animation.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The animation manager &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This script works together with the export tool Multi Layer Exporter to help organize and name your animations for export. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the exporter will export the frame range an animation file is saved with and name it the same as the source file, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the Animation manager script it’s possible to add data to your file for the Multi Layer Exporter to read.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This is particularly useful for animations that need to be played out in a start, loop, stop sequence such as Knockdown Status or Various skill activation animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
The animation Manager expects a rig with Dummy_Root as the first bone in the hierarchy. There is support for Root bones named Dummy_*LayerName*&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Already present entries are found when selecting the root dummy with the data present. &amp;lt;br /&amp;gt;&lt;br /&gt;
New entries can be made with the new button on the bottom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Obsolete entries can be removed with the delete button while the entry is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Double clicking any of the fields of an entry allows to edit the data within the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The posebank value is used to differentiate between animations that should be played out and animations that are a set a of set of sequential poses.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is mostly used for death banks which are used to provide a set of death poses. Character animation sets have an animation slot for death banks&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multi Layer Exporter ===&lt;br /&gt;
[[File:MayaExporter_MLE.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The multi layer exporter &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter is the workhorse of this script package.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is responsible for exporting models, physics and animations to their correct formats.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most cases will only show the top left hand panel with the layers currently available in the scene. &amp;lt;br /&amp;gt;&lt;br /&gt;
Layers that shouldn’t be exported can be hidden from this list with the Exclude_ prefix. &amp;lt;br /&amp;gt;&lt;br /&gt;
A Layer should contain the relevant model and its matching physics. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Physics are expected to have the _Phys suffix&amp;lt;br /&amp;gt;&lt;br /&gt;
Rig Bones are expected to have _Bone or Bone_ in their name&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The layer name determines the exported file name:&amp;lt;br /&amp;gt;&lt;br /&gt;
*{LayerName}.lsm (lsm is a custom extension we use to recognize your custom granny files. If you have a .gr2 file, you can simply rename it to .lsm)&lt;br /&gt;
*{LayerName}_Phys.bullet&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The _Base suffix tells the MLE that the layer contains a character rig. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is particularly useful for exporting models that are supposed to be used in a visual set and need their rig exported separately in one piece. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Right Hand panel becomes available when the animation checkbox is checked. &amp;lt;br /&amp;gt;&lt;br /&gt;
When this is checked the MLE will look for a folder in the same location as your currently open maya file with the same name as your currently open maya file. &amp;lt;br /&amp;gt;&lt;br /&gt;
If it finds such a folder it will list all the maya files available in the folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
When exporting, animations are put within a folder with the name of the base file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Alternatively when opening the MLE in a file within a folder with a name similar to one of the maya files neighbouring it MLE will recognize the file as an animation file and show Animation Manager data instead. &amp;lt;br /&amp;gt;&lt;br /&gt;
These files won’t allow model or physics exports.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The bottom History Panel keeps track of where you have exported already. &amp;lt;br /&amp;gt;&lt;br /&gt;
The paths created are dependent on the provided data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
Found mods within the data path and whether or not you have browsed for new paths with the browse button on the botton left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;On start up the MLE searches through the data path for available mods and lists them in the target project dropdown list. &amp;lt;br /&amp;gt;&lt;br /&gt;
If your currently open maya file is in a path containing the currently selected mod’s name it will copy the structure of your assets in the export path. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the source doesn’t match up exports are done within the base folder of the mod.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The actual export button is on the bottom left.&amp;lt;br /&amp;gt;&lt;br /&gt;
The delete and clear all button are for the path history panel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The visual checkbox enables model export doesn’t include objects with a _Phys suffix in their name.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Physics checkbox enables physics export when checked alone only objects with a _Phys suffix in their name are exported.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Checkbox enables animation exporting if you’re working from a base file. Is on by default if the file you are in is recognized as an animation file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make sure to have all model pivots centered on 0,0,0 the exporter does not do this for you.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Export Settings ===&lt;br /&gt;
[[File:MayaExporter_Advanced.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The advanced export settings &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== Edit Export Settings ==== &lt;br /&gt;
Allows you to change the granny preset during export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most likely you’ll never need this in a mod export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Single Character Export ==== &lt;br /&gt;
Tells the MLE to select the entire rig hierarchy rather than just what is skinned to a model. &amp;lt;br /&amp;gt;&lt;br /&gt;
This checkbox can be overridden to be always active in a file with the Export Variables Setup Make Single Object button. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is active by default for a Base Layer export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Export Vertex Colour ====&lt;br /&gt;
Tells the MLE to include vertex colour in the export of the selected layers. &amp;lt;br /&amp;gt;&lt;br /&gt;
This overridden with the Export Variable Setup Make Cloth Simmed since cloth simulation requires vertex colours to be present.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is also overriden by the Export Variable Setup Make vertex Coloured&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Debug Log ====&lt;br /&gt;
This checkbox is for when the Express Export variable is off. &amp;lt;br /&amp;gt;&lt;br /&gt;
It tries to catch any export errors occurring and write them in a debug log which is shows after export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Express Export ====&lt;br /&gt;
This checkbox is off by default it tells the MLE the export the files in the current maya instance. &amp;lt;br /&amp;gt;&lt;br /&gt;
Turn this off if you have a large amount of models to export. With this variable off the MLE will use maya standalone batch mode to export models more quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Maya standalone is used by default for exporting Animations from a base file.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animation Quality ====&lt;br /&gt;
This dropdown list lets you define different compression setting for animation export.&amp;lt;br \&amp;gt;&lt;br /&gt;
The following settings are available:&lt;br /&gt;
*'''Default Quality:''' The default setting used for most animation exports.&lt;br /&gt;
*'''Medium Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down, but increases export time allot.&lt;br /&gt;
*'''High Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down to a minimum, but increases export time allot.&lt;br /&gt;
*'''Low Rotation Tolerance:''' A setting that reduces the amount of rotation jitter. Good for Character Creation poses that are looked at in greater detail.&lt;br /&gt;
*'''Snappy Tolerance:''' A setting that allows an animator export an animation with pose to pose jumps with no limb jitter. Applies to for example the blitz attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modify Path ===&lt;br /&gt;
[[File:MayaExporter_Path.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Data path editor &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter has been specifically modified to use a file hidden within your default maya script path to find the Divinity Engine data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Modify Path script allows you to set up and modify the path saved. &amp;lt;br /&amp;gt;&lt;br /&gt;
The MLE will throw a warning when this isn’t done before its first launch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Variables Setup ===&lt;br /&gt;
[[File:MayaExporter_Variables.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Divinity Engine has a few extra functions that can be activated via variables attached to the model data. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Multi Layer Exporter also reads these variables to ensure everything that needs to be present in the export file is present.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Unskinned Animated is to allow objects which are rigidly animated or include dummies that need to be interacted with be fully recognized as such. &amp;lt;br /&amp;gt;&lt;br /&gt;
Apply this Variable if the object needs effects attached needs to function like a bed or chair or is an object with dummy driven animations like a door. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Cloth Simmed is specifically for character Models with elements that need cloth sim applied. &amp;lt;br /&amp;gt;&lt;br /&gt;
The object needs to have vertex colour applied and the variable this button adds to indicate it needs to be treated as a simulated object. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Vertex Coloured is specifically for meshes that have vertex colours, but won't be cloth simmed. &amp;lt;br /&amp;gt;&lt;br /&gt;
Only used by MLE to determine inclusion of vertex colours during export. &amp;lt;br \&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Proxy Mesh is specifically for meshes that are going to be used as emitter proxies in effect. The MLE automatically changes the export settings for these objects if this setting is found. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Single Object is specifically for the MLE to override the Single Character Export checkbox and include every bone within a detected rig in the export with every single export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on every dummy root and Dummy_*LayerName* objects it finds within the scene.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Setting up Physics in Maya for the MLE===&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5646</id>
		<title>Modding: Maya Exporter</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5646"/>
		<updated>2018-02-08T12:53:53Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MayaExporter_StepByStep.png|center]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The exporter tool window in Maya 2015&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool lets you export visuals, physics and animations from Maya to the editor (in the required file format).&lt;br /&gt;
It is a set of scripts to add an extra tab to your Maya window.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|For more information on how to install the exporter tool, look here: [[Setup:_Maya_Exporter | Maya Setup Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warningred.png|32px]] These tools are designed for Maya &amp;lt;b&amp;gt;2015&amp;lt;/b&amp;gt; on Windows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Components ==&lt;br /&gt;
&amp;lt;sub&amp;gt;This article references the image at the top of the page&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool consists of the following components:&lt;br /&gt;
# Animation Manager&lt;br /&gt;
# Multi Layer Exporter&lt;br /&gt;
# Modify Path&lt;br /&gt;
# Export Variables Setup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Animation Manager ===&lt;br /&gt;
[[File:MayaExporter_Animation.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The animation manager &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This script works together with the export tool Multi Layer Exporter to help organize and name your animations for export. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the exporter will export the frame range an animation file is saved with and name it the same as the source file, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the Animation manager script it’s possible to add data to your file for the Multi Layer Exporter to read.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This is particularly useful for animations that need to be played out in a start, loop, stop sequence such as Knockdown Status or Various skill activation animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
The animation Manager expects a rig with Dummy_Root as the first bone in the hierarchy. There is support for Root bones named Dummy_*LayerName*&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Already present entries are found when selecting the root dummy with the data present. &amp;lt;br /&amp;gt;&lt;br /&gt;
New entries can be made with the new button on the bottom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Obsolete entries can be removed with the delete button while the entry is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Double clicking any of the fields of an entry allows to edit the data within the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The posebank value is used to differentiate between animations that should be played out and animations that are a set a of set of sequential poses.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is mostly used for death banks which are used to provide a set of death poses. Character animation sets have an animation slot for death banks&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multi Layer Exporter ===&lt;br /&gt;
[[File:MayaExporter_MLE.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The multi layer exporter &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter is the workhorse of this script package.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is responsible for exporting models, physics and animations to their correct formats.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most cases will only show the top left hand panel with the layers currently available in the scene. &amp;lt;br /&amp;gt;&lt;br /&gt;
Layers that shouldn’t be exported can be hidden from this list with the Exclude_ prefix. &amp;lt;br /&amp;gt;&lt;br /&gt;
A Layer should contain the relevant model and its matching physics. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Physics are expected to have the _Phys suffix&amp;lt;br /&amp;gt;&lt;br /&gt;
Rig Bones are expected to have _Bone or Bone_ in their name&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The layer name determines the exported file name:&amp;lt;br /&amp;gt;&lt;br /&gt;
*{LayerName}.lsm (lsm is a custom extension we use to recognize your custom granny files. If you have a .gr2 file, you can simply rename it to .lsm)&lt;br /&gt;
*{LayerName}_Phys.bullet&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The _Base suffix tells the MLE that the layer contains a character rig. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is particularly useful for exporting models that are supposed to be used in a visual set and need their rig exported separately in one piece. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Right Hand panel becomes available when the animation checkbox is checked. &amp;lt;br /&amp;gt;&lt;br /&gt;
When this is checked the MLE will look for a folder in the same location as your currently open maya file with the same name as your currently open maya file. &amp;lt;br /&amp;gt;&lt;br /&gt;
If it finds such a folder it will list all the maya files available in the folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
When exporting, animations are put within a folder with the name of the base file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Alternatively when opening the MLE in a file within a folder with a name similar to one of the maya files neighbouring it MLE will recognize the file as an animation file and show Animation Manager data instead. &amp;lt;br /&amp;gt;&lt;br /&gt;
These files won’t allow model or physics exports.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The bottom History Panel keeps track of where you have exported already. &amp;lt;br /&amp;gt;&lt;br /&gt;
The paths created are dependent on the provided data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
Found mods within the data path and whether or not you have browsed for new paths with the browse button on the botton left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;On start up the MLE searches through the data path for available mods and lists them in the target project dropdown list. &amp;lt;br /&amp;gt;&lt;br /&gt;
If your currently open maya file is in a path containing the currently selected mod’s name it will copy the structure of your assets in the export path. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the source doesn’t match up exports are done within the base folder of the mod.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The actual export button is on the bottom left.&amp;lt;br /&amp;gt;&lt;br /&gt;
The delete and clear all button are for the path history panel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The visual checkbox enables model export doesn’t include objects with a _Phys suffix in their name.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Physics checkbox enables physics export when checked alone only objects with a _Phys suffix in their name are exported.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Checkbox enables animation exporting if you’re working from a base file. Is on by default if the file you are in is recognized as an animation file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make sure to have all model pivots centered on 0,0,0 the exporter does not do this for you.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Export Settings ===&lt;br /&gt;
[[File:MayaExporter_Advanced.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The advanced export settings &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== Edit Export Settings ==== &lt;br /&gt;
Allows you to change the granny preset during export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most likely you’ll never need this in a mod export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Single Character Export ==== &lt;br /&gt;
Tells the MLE to select the entire rig hierarchy rather than just what is skinned to a model. &amp;lt;br /&amp;gt;&lt;br /&gt;
This checkbox can be overridden to be always active in a file with the Export Variables Setup Make Single Object button. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is active by default for a Base Layer export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Export Vertex Colour ====&lt;br /&gt;
Tells the MLE to include vertex colour in the export of the selected layers. &amp;lt;br /&amp;gt;&lt;br /&gt;
This overridden with the Export Variable Setup Make Cloth Simmed since cloth simulation requires vertex colours to be present.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is also overriden by the Export Variable Setup Make vertex Coloured&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Debug Log ====&lt;br /&gt;
This checkbox is for when the Express Export variable is off. &amp;lt;br /&amp;gt;&lt;br /&gt;
It tries to catch any export errors occurring and write them in a debug log which is shows after export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Express Export ====&lt;br /&gt;
This checkbox is off by default it tells the MLE the export the files in the current maya instance. &amp;lt;br /&amp;gt;&lt;br /&gt;
Turn this off if you have a large amount of models to export. With this variable off the MLE will use maya standalone batch mode to export models more quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Maya standalone is used by default for exporting Animations from a base file.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animation Quality ===&lt;br /&gt;
This dropdown list lets you define different compression setting for animation export.&amp;lt;br \&amp;gt;&lt;br /&gt;
The following settings are available:&lt;br /&gt;
*'''Default Quality:''' The default setting used for most animation exports.&lt;br /&gt;
*'''Medium Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down, but increases export time allot.&lt;br /&gt;
*'''High Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down to a minimum, but increases export time allot.&lt;br /&gt;
*'''Low Rotation Tolerance:''' A setting that reduces the amount of rotation jitter. Good for Character Creation poses that are looked at in greater detail.&lt;br /&gt;
*'''Snappy Tolerance:''' A setting that allows an animator export an animation with pose to pose jumps with no limb jitter. Applies to for example the blitz attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modify Path ===&lt;br /&gt;
[[File:MayaExporter_Path.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Data path editor &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter has been specifically modified to use a file hidden within your default maya script path to find the Divinity Engine data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Modify Path script allows you to set up and modify the path saved. &amp;lt;br /&amp;gt;&lt;br /&gt;
The MLE will throw a warning when this isn’t done before its first launch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Variables Setup ===&lt;br /&gt;
[[File:MayaExporter_Variables.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Divinity Engine has a few extra functions that can be activated via variables attached to the model data. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Multi Layer Exporter also reads these variables to ensure everything that needs to be present in the export file is present.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Unskinned Animated is to allow objects which are rigidly animated or include dummies that need to be interacted with be fully recognized as such. &amp;lt;br /&amp;gt;&lt;br /&gt;
Apply this Variable if the object needs effects attached needs to function like a bed or chair or is an object with dummy driven animations like a door. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Cloth Simmed is specifically for character Models with elements that need cloth sim applied. &amp;lt;br /&amp;gt;&lt;br /&gt;
The object needs to have vertex colour applied and the variable this button adds to indicate it needs to be treated as a simulated object. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Vertex Coloured is specifically for meshes that have vertex colours, but won't be cloth simmed. &amp;lt;br /&amp;gt;&lt;br /&gt;
Only used by MLE to determine inclusion of vertex colours during export. &amp;lt;br \&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Proxy Mesh is specifically for meshes that are going to be used as emitter proxies in effect. The MLE automatically changes the export settings for these objects if this setting is found. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Single Object is specifically for the MLE to override the Single Character Export checkbox and include every bone within a detected rig in the export with every single export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on every dummy root and Dummy_*LayerName* objects it finds within the scene.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Setting up Physics in Maya for the MLE===&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5645</id>
		<title>Modding: Maya Exporter</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5645"/>
		<updated>2018-02-08T12:53:13Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Export Variables Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MayaExporter_StepByStep.png|center]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The exporter tool window in Maya 2015&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool lets you export visuals, physics and animations from Maya to the editor (in the required file format).&lt;br /&gt;
It is a set of scripts to add an extra tab to your Maya window.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|For more information on how to install the exporter tool, look here: [[Setup:_Maya_Exporter | Maya Setup Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warningred.png|32px]] These tools are designed for Maya &amp;lt;b&amp;gt;2015&amp;lt;/b&amp;gt; on Windows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Components ==&lt;br /&gt;
&amp;lt;sub&amp;gt;This article references the image at the top of the page&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool consists of the following components:&lt;br /&gt;
# Animation Manager&lt;br /&gt;
# Multi Layer Exporter&lt;br /&gt;
# Modify Path&lt;br /&gt;
# Export Variables Setup&lt;br /&gt;
# Export Physics Setup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Animation Manager ===&lt;br /&gt;
[[File:MayaExporter_Animation.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The animation manager &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This script works together with the export tool Multi Layer Exporter to help organize and name your animations for export. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the exporter will export the frame range an animation file is saved with and name it the same as the source file, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the Animation manager script it’s possible to add data to your file for the Multi Layer Exporter to read.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This is particularly useful for animations that need to be played out in a start, loop, stop sequence such as Knockdown Status or Various skill activation animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
The animation Manager expects a rig with Dummy_Root as the first bone in the hierarchy. There is support for Root bones named Dummy_*LayerName*&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Already present entries are found when selecting the root dummy with the data present. &amp;lt;br /&amp;gt;&lt;br /&gt;
New entries can be made with the new button on the bottom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Obsolete entries can be removed with the delete button while the entry is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Double clicking any of the fields of an entry allows to edit the data within the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The posebank value is used to differentiate between animations that should be played out and animations that are a set a of set of sequential poses.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is mostly used for death banks which are used to provide a set of death poses. Character animation sets have an animation slot for death banks&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multi Layer Exporter ===&lt;br /&gt;
[[File:MayaExporter_MLE.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The multi layer exporter &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter is the workhorse of this script package.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is responsible for exporting models, physics and animations to their correct formats.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most cases will only show the top left hand panel with the layers currently available in the scene. &amp;lt;br /&amp;gt;&lt;br /&gt;
Layers that shouldn’t be exported can be hidden from this list with the Exclude_ prefix. &amp;lt;br /&amp;gt;&lt;br /&gt;
A Layer should contain the relevant model and its matching physics. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Physics are expected to have the _Phys suffix&amp;lt;br /&amp;gt;&lt;br /&gt;
Rig Bones are expected to have _Bone or Bone_ in their name&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The layer name determines the exported file name:&amp;lt;br /&amp;gt;&lt;br /&gt;
*{LayerName}.lsm (lsm is a custom extension we use to recognize your custom granny files. If you have a .gr2 file, you can simply rename it to .lsm)&lt;br /&gt;
*{LayerName}_Phys.bullet&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The _Base suffix tells the MLE that the layer contains a character rig. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is particularly useful for exporting models that are supposed to be used in a visual set and need their rig exported separately in one piece. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Right Hand panel becomes available when the animation checkbox is checked. &amp;lt;br /&amp;gt;&lt;br /&gt;
When this is checked the MLE will look for a folder in the same location as your currently open maya file with the same name as your currently open maya file. &amp;lt;br /&amp;gt;&lt;br /&gt;
If it finds such a folder it will list all the maya files available in the folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
When exporting, animations are put within a folder with the name of the base file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Alternatively when opening the MLE in a file within a folder with a name similar to one of the maya files neighbouring it MLE will recognize the file as an animation file and show Animation Manager data instead. &amp;lt;br /&amp;gt;&lt;br /&gt;
These files won’t allow model or physics exports.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The bottom History Panel keeps track of where you have exported already. &amp;lt;br /&amp;gt;&lt;br /&gt;
The paths created are dependent on the provided data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
Found mods within the data path and whether or not you have browsed for new paths with the browse button on the botton left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;On start up the MLE searches through the data path for available mods and lists them in the target project dropdown list. &amp;lt;br /&amp;gt;&lt;br /&gt;
If your currently open maya file is in a path containing the currently selected mod’s name it will copy the structure of your assets in the export path. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the source doesn’t match up exports are done within the base folder of the mod.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The actual export button is on the bottom left.&amp;lt;br /&amp;gt;&lt;br /&gt;
The delete and clear all button are for the path history panel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The visual checkbox enables model export doesn’t include objects with a _Phys suffix in their name.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Physics checkbox enables physics export when checked alone only objects with a _Phys suffix in their name are exported.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Checkbox enables animation exporting if you’re working from a base file. Is on by default if the file you are in is recognized as an animation file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make sure to have all model pivots centered on 0,0,0 the exporter does not do this for you.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Export Settings ===&lt;br /&gt;
[[File:MayaExporter_Advanced.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The advanced export settings &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== Edit Export Settings ==== &lt;br /&gt;
Allows you to change the granny preset during export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most likely you’ll never need this in a mod export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Single Character Export ==== &lt;br /&gt;
Tells the MLE to select the entire rig hierarchy rather than just what is skinned to a model. &amp;lt;br /&amp;gt;&lt;br /&gt;
This checkbox can be overridden to be always active in a file with the Export Variables Setup Make Single Object button. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is active by default for a Base Layer export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Export Vertex Colour ====&lt;br /&gt;
Tells the MLE to include vertex colour in the export of the selected layers. &amp;lt;br /&amp;gt;&lt;br /&gt;
This overridden with the Export Variable Setup Make Cloth Simmed since cloth simulation requires vertex colours to be present.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is also overriden by the Export Variable Setup Make vertex Coloured&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Debug Log ====&lt;br /&gt;
This checkbox is for when the Express Export variable is off. &amp;lt;br /&amp;gt;&lt;br /&gt;
It tries to catch any export errors occurring and write them in a debug log which is shows after export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Express Export ====&lt;br /&gt;
This checkbox is off by default it tells the MLE the export the files in the current maya instance. &amp;lt;br /&amp;gt;&lt;br /&gt;
Turn this off if you have a large amount of models to export. With this variable off the MLE will use maya standalone batch mode to export models more quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Maya standalone is used by default for exporting Animations from a base file.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animation Quality ===&lt;br /&gt;
This dropdown list lets you define different compression setting for animation export.&amp;lt;br \&amp;gt;&lt;br /&gt;
The following settings are available:&lt;br /&gt;
*'''Default Quality:''' The default setting used for most animation exports.&lt;br /&gt;
*'''Medium Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down, but increases export time allot.&lt;br /&gt;
*'''High Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down to a minimum, but increases export time allot.&lt;br /&gt;
*'''Low Rotation Tolerance:''' A setting that reduces the amount of rotation jitter. Good for Character Creation poses that are looked at in greater detail.&lt;br /&gt;
*'''Snappy Tolerance:''' A setting that allows an animator export an animation with pose to pose jumps with no limb jitter. Applies to for example the blitz attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modify Path ===&lt;br /&gt;
[[File:MayaExporter_Path.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Data path editor &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter has been specifically modified to use a file hidden within your default maya script path to find the Divinity Engine data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Modify Path script allows you to set up and modify the path saved. &amp;lt;br /&amp;gt;&lt;br /&gt;
The MLE will throw a warning when this isn’t done before its first launch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Variables Setup ===&lt;br /&gt;
[[File:MayaExporter_Variables.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Divinity Engine has a few extra functions that can be activated via variables attached to the model data. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Multi Layer Exporter also reads these variables to ensure everything that needs to be present in the export file is present.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Unskinned Animated is to allow objects which are rigidly animated or include dummies that need to be interacted with be fully recognized as such. &amp;lt;br /&amp;gt;&lt;br /&gt;
Apply this Variable if the object needs effects attached needs to function like a bed or chair or is an object with dummy driven animations like a door. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Cloth Simmed is specifically for character Models with elements that need cloth sim applied. &amp;lt;br /&amp;gt;&lt;br /&gt;
The object needs to have vertex colour applied and the variable this button adds to indicate it needs to be treated as a simulated object. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Vertex Coloured is specifically for meshes that have vertex colours, but won't be cloth simmed. &amp;lt;br /&amp;gt;&lt;br /&gt;
Only used by MLE to determine inclusion of vertex colours during export. &amp;lt;br \&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Proxy Mesh is specifically for meshes that are going to be used as emitter proxies in effect. The MLE automatically changes the export settings for these objects if this setting is found. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Single Object is specifically for the MLE to override the Single Character Export checkbox and include every bone within a detected rig in the export with every single export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on every dummy root and Dummy_*LayerName* objects it finds within the scene.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Export Physics Setup ===&lt;br /&gt;
[[File:MayaExporter_Physics.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Physics variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The bullet plugin in maya has a few known issues with exporting. &amp;lt;br /&amp;gt;&lt;br /&gt;
Rather than allowing artists to set up their own bullet variables two export variables have been made to replace them. &amp;lt;br /&amp;gt;&lt;br /&gt;
With these Variables the MLE will set up the bullet variables so scaling issues can be avoided during physics exports. &amp;lt;br /&amp;gt;&lt;br /&gt;
Both buttons work on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Kinematic Physics Mesh is for objects that can be moved during gameplay like barrels or characters.&amp;lt;br /&amp;gt;&lt;br /&gt;
Static Physics Mesh is for everything else that cannot be moved and serves as such scenery.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5644</id>
		<title>Modding: Maya Exporter</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5644"/>
		<updated>2018-02-08T12:52:59Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Export Variables Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MayaExporter_StepByStep.png|center]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The exporter tool window in Maya 2015&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool lets you export visuals, physics and animations from Maya to the editor (in the required file format).&lt;br /&gt;
It is a set of scripts to add an extra tab to your Maya window.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|For more information on how to install the exporter tool, look here: [[Setup:_Maya_Exporter | Maya Setup Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warningred.png|32px]] These tools are designed for Maya &amp;lt;b&amp;gt;2015&amp;lt;/b&amp;gt; on Windows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Components ==&lt;br /&gt;
&amp;lt;sub&amp;gt;This article references the image at the top of the page&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool consists of the following components:&lt;br /&gt;
# Animation Manager&lt;br /&gt;
# Multi Layer Exporter&lt;br /&gt;
# Modify Path&lt;br /&gt;
# Export Variables Setup&lt;br /&gt;
# Export Physics Setup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Animation Manager ===&lt;br /&gt;
[[File:MayaExporter_Animation.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The animation manager &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This script works together with the export tool Multi Layer Exporter to help organize and name your animations for export. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the exporter will export the frame range an animation file is saved with and name it the same as the source file, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the Animation manager script it’s possible to add data to your file for the Multi Layer Exporter to read.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This is particularly useful for animations that need to be played out in a start, loop, stop sequence such as Knockdown Status or Various skill activation animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
The animation Manager expects a rig with Dummy_Root as the first bone in the hierarchy. There is support for Root bones named Dummy_*LayerName*&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Already present entries are found when selecting the root dummy with the data present. &amp;lt;br /&amp;gt;&lt;br /&gt;
New entries can be made with the new button on the bottom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Obsolete entries can be removed with the delete button while the entry is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Double clicking any of the fields of an entry allows to edit the data within the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The posebank value is used to differentiate between animations that should be played out and animations that are a set a of set of sequential poses.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is mostly used for death banks which are used to provide a set of death poses. Character animation sets have an animation slot for death banks&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multi Layer Exporter ===&lt;br /&gt;
[[File:MayaExporter_MLE.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The multi layer exporter &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter is the workhorse of this script package.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is responsible for exporting models, physics and animations to their correct formats.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most cases will only show the top left hand panel with the layers currently available in the scene. &amp;lt;br /&amp;gt;&lt;br /&gt;
Layers that shouldn’t be exported can be hidden from this list with the Exclude_ prefix. &amp;lt;br /&amp;gt;&lt;br /&gt;
A Layer should contain the relevant model and its matching physics. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Physics are expected to have the _Phys suffix&amp;lt;br /&amp;gt;&lt;br /&gt;
Rig Bones are expected to have _Bone or Bone_ in their name&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The layer name determines the exported file name:&amp;lt;br /&amp;gt;&lt;br /&gt;
*{LayerName}.lsm (lsm is a custom extension we use to recognize your custom granny files. If you have a .gr2 file, you can simply rename it to .lsm)&lt;br /&gt;
*{LayerName}_Phys.bullet&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The _Base suffix tells the MLE that the layer contains a character rig. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is particularly useful for exporting models that are supposed to be used in a visual set and need their rig exported separately in one piece. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Right Hand panel becomes available when the animation checkbox is checked. &amp;lt;br /&amp;gt;&lt;br /&gt;
When this is checked the MLE will look for a folder in the same location as your currently open maya file with the same name as your currently open maya file. &amp;lt;br /&amp;gt;&lt;br /&gt;
If it finds such a folder it will list all the maya files available in the folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
When exporting, animations are put within a folder with the name of the base file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Alternatively when opening the MLE in a file within a folder with a name similar to one of the maya files neighbouring it MLE will recognize the file as an animation file and show Animation Manager data instead. &amp;lt;br /&amp;gt;&lt;br /&gt;
These files won’t allow model or physics exports.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The bottom History Panel keeps track of where you have exported already. &amp;lt;br /&amp;gt;&lt;br /&gt;
The paths created are dependent on the provided data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
Found mods within the data path and whether or not you have browsed for new paths with the browse button on the botton left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;On start up the MLE searches through the data path for available mods and lists them in the target project dropdown list. &amp;lt;br /&amp;gt;&lt;br /&gt;
If your currently open maya file is in a path containing the currently selected mod’s name it will copy the structure of your assets in the export path. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the source doesn’t match up exports are done within the base folder of the mod.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The actual export button is on the bottom left.&amp;lt;br /&amp;gt;&lt;br /&gt;
The delete and clear all button are for the path history panel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The visual checkbox enables model export doesn’t include objects with a _Phys suffix in their name.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Physics checkbox enables physics export when checked alone only objects with a _Phys suffix in their name are exported.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Checkbox enables animation exporting if you’re working from a base file. Is on by default if the file you are in is recognized as an animation file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make sure to have all model pivots centered on 0,0,0 the exporter does not do this for you.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Export Settings ===&lt;br /&gt;
[[File:MayaExporter_Advanced.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The advanced export settings &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== Edit Export Settings ==== &lt;br /&gt;
Allows you to change the granny preset during export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most likely you’ll never need this in a mod export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Single Character Export ==== &lt;br /&gt;
Tells the MLE to select the entire rig hierarchy rather than just what is skinned to a model. &amp;lt;br /&amp;gt;&lt;br /&gt;
This checkbox can be overridden to be always active in a file with the Export Variables Setup Make Single Object button. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is active by default for a Base Layer export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Export Vertex Colour ====&lt;br /&gt;
Tells the MLE to include vertex colour in the export of the selected layers. &amp;lt;br /&amp;gt;&lt;br /&gt;
This overridden with the Export Variable Setup Make Cloth Simmed since cloth simulation requires vertex colours to be present.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is also overriden by the Export Variable Setup Make vertex Coloured&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Debug Log ====&lt;br /&gt;
This checkbox is for when the Express Export variable is off. &amp;lt;br /&amp;gt;&lt;br /&gt;
It tries to catch any export errors occurring and write them in a debug log which is shows after export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Express Export ====&lt;br /&gt;
This checkbox is off by default it tells the MLE the export the files in the current maya instance. &amp;lt;br /&amp;gt;&lt;br /&gt;
Turn this off if you have a large amount of models to export. With this variable off the MLE will use maya standalone batch mode to export models more quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Maya standalone is used by default for exporting Animations from a base file.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animation Quality ===&lt;br /&gt;
This dropdown list lets you define different compression setting for animation export.&amp;lt;br \&amp;gt;&lt;br /&gt;
The following settings are available:&lt;br /&gt;
*'''Default Quality:''' The default setting used for most animation exports.&lt;br /&gt;
*'''Medium Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down, but increases export time allot.&lt;br /&gt;
*'''High Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down to a minimum, but increases export time allot.&lt;br /&gt;
*'''Low Rotation Tolerance:''' A setting that reduces the amount of rotation jitter. Good for Character Creation poses that are looked at in greater detail.&lt;br /&gt;
*'''Snappy Tolerance:''' A setting that allows an animator export an animation with pose to pose jumps with no limb jitter. Applies to for example the blitz attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modify Path ===&lt;br /&gt;
[[File:MayaExporter_Path.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Data path editor &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter has been specifically modified to use a file hidden within your default maya script path to find the Divinity Engine data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Modify Path script allows you to set up and modify the path saved. &amp;lt;br /&amp;gt;&lt;br /&gt;
The MLE will throw a warning when this isn’t done before its first launch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Variables Setup ===&lt;br /&gt;
[[File:MayaExporter_Variables.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Divinity Engine has a few extra functions that can be activated via variables attached to the model data. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Multi Layer Exporter also reads these variables to ensure everything that needs to be present in the export file is present.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Unskinned Animated is to allow objects which are rigidly animated or include dummies that need to be interacted with be fully recognized as such. &amp;lt;br /&amp;gt;&lt;br /&gt;
Apply this Variable if the object needs effects attached needs to function like a bed or chair or is an object with dummy driven animations like a door. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Cloth Simmed is specifically for character Models with elements that need cloth sim applied. &amp;lt;br /&amp;gt;&lt;br /&gt;
The object needs to have vertex colour applied and the variable this button adds to indicate it needs to be treated as a simulated object. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Vertex Coloured is specifically for meshes that have vertex colours, but won't be cloth simmed. &amp;lt;br /&amp;gt;&lt;br /&gt;
Only used by MLE to determine inclusion of vertex colours during export. &amp;lt;br \&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Proxy Mesh is specifically for meshes that are going to be used as emitter proxies in effect. The MLE automatically changes the export settings for these objects if this setting is found. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Single Object is specifically for the MLE to override the Single Character Export checkbox and include every bone within a detected rig in the export with every single export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on every dummy root and Dummy_*LayerName* objects it finds within the scene.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Export Physics Setup ===&lt;br /&gt;
[[File:MayaExporter_Physics.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Physics variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The bullet plugin in maya has a few known issues with exporting. &amp;lt;br /&amp;gt;&lt;br /&gt;
Rather than allowing artists to set up their own bullet variables two export variables have been made to replace them. &amp;lt;br /&amp;gt;&lt;br /&gt;
With these Variables the MLE will set up the bullet variables so scaling issues can be avoided during physics exports. &amp;lt;br /&amp;gt;&lt;br /&gt;
Both buttons work on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Kinematic Physics Mesh is for objects that can be moved during gameplay like barrels or characters.&amp;lt;br /&amp;gt;&lt;br /&gt;
Static Physics Mesh is for everything else that cannot be moved and serves as such scenery.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:MayaExporter_Variables.png&amp;diff=5643</id>
		<title>File:MayaExporter Variables.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:MayaExporter_Variables.png&amp;diff=5643"/>
		<updated>2018-02-08T12:49:06Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: JoykaDeReyst uploaded a new version of File:MayaExporter Variables.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5642</id>
		<title>Modding: Maya Exporter</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5642"/>
		<updated>2018-02-08T12:48:31Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Advanced Export Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MayaExporter_StepByStep.png|center]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The exporter tool window in Maya 2015&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool lets you export visuals, physics and animations from Maya to the editor (in the required file format).&lt;br /&gt;
It is a set of scripts to add an extra tab to your Maya window.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|For more information on how to install the exporter tool, look here: [[Setup:_Maya_Exporter | Maya Setup Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warningred.png|32px]] These tools are designed for Maya &amp;lt;b&amp;gt;2015&amp;lt;/b&amp;gt; on Windows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Components ==&lt;br /&gt;
&amp;lt;sub&amp;gt;This article references the image at the top of the page&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool consists of the following components:&lt;br /&gt;
# Animation Manager&lt;br /&gt;
# Multi Layer Exporter&lt;br /&gt;
# Modify Path&lt;br /&gt;
# Export Variables Setup&lt;br /&gt;
# Export Physics Setup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Animation Manager ===&lt;br /&gt;
[[File:MayaExporter_Animation.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The animation manager &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This script works together with the export tool Multi Layer Exporter to help organize and name your animations for export. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the exporter will export the frame range an animation file is saved with and name it the same as the source file, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the Animation manager script it’s possible to add data to your file for the Multi Layer Exporter to read.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This is particularly useful for animations that need to be played out in a start, loop, stop sequence such as Knockdown Status or Various skill activation animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
The animation Manager expects a rig with Dummy_Root as the first bone in the hierarchy. There is support for Root bones named Dummy_*LayerName*&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Already present entries are found when selecting the root dummy with the data present. &amp;lt;br /&amp;gt;&lt;br /&gt;
New entries can be made with the new button on the bottom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Obsolete entries can be removed with the delete button while the entry is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Double clicking any of the fields of an entry allows to edit the data within the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The posebank value is used to differentiate between animations that should be played out and animations that are a set a of set of sequential poses.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is mostly used for death banks which are used to provide a set of death poses. Character animation sets have an animation slot for death banks&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multi Layer Exporter ===&lt;br /&gt;
[[File:MayaExporter_MLE.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The multi layer exporter &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter is the workhorse of this script package.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is responsible for exporting models, physics and animations to their correct formats.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most cases will only show the top left hand panel with the layers currently available in the scene. &amp;lt;br /&amp;gt;&lt;br /&gt;
Layers that shouldn’t be exported can be hidden from this list with the Exclude_ prefix. &amp;lt;br /&amp;gt;&lt;br /&gt;
A Layer should contain the relevant model and its matching physics. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Physics are expected to have the _Phys suffix&amp;lt;br /&amp;gt;&lt;br /&gt;
Rig Bones are expected to have _Bone or Bone_ in their name&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The layer name determines the exported file name:&amp;lt;br /&amp;gt;&lt;br /&gt;
*{LayerName}.lsm (lsm is a custom extension we use to recognize your custom granny files. If you have a .gr2 file, you can simply rename it to .lsm)&lt;br /&gt;
*{LayerName}_Phys.bullet&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The _Base suffix tells the MLE that the layer contains a character rig. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is particularly useful for exporting models that are supposed to be used in a visual set and need their rig exported separately in one piece. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Right Hand panel becomes available when the animation checkbox is checked. &amp;lt;br /&amp;gt;&lt;br /&gt;
When this is checked the MLE will look for a folder in the same location as your currently open maya file with the same name as your currently open maya file. &amp;lt;br /&amp;gt;&lt;br /&gt;
If it finds such a folder it will list all the maya files available in the folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
When exporting, animations are put within a folder with the name of the base file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Alternatively when opening the MLE in a file within a folder with a name similar to one of the maya files neighbouring it MLE will recognize the file as an animation file and show Animation Manager data instead. &amp;lt;br /&amp;gt;&lt;br /&gt;
These files won’t allow model or physics exports.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The bottom History Panel keeps track of where you have exported already. &amp;lt;br /&amp;gt;&lt;br /&gt;
The paths created are dependent on the provided data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
Found mods within the data path and whether or not you have browsed for new paths with the browse button on the botton left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;On start up the MLE searches through the data path for available mods and lists them in the target project dropdown list. &amp;lt;br /&amp;gt;&lt;br /&gt;
If your currently open maya file is in a path containing the currently selected mod’s name it will copy the structure of your assets in the export path. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the source doesn’t match up exports are done within the base folder of the mod.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The actual export button is on the bottom left.&amp;lt;br /&amp;gt;&lt;br /&gt;
The delete and clear all button are for the path history panel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The visual checkbox enables model export doesn’t include objects with a _Phys suffix in their name.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Physics checkbox enables physics export when checked alone only objects with a _Phys suffix in their name are exported.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Checkbox enables animation exporting if you’re working from a base file. Is on by default if the file you are in is recognized as an animation file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make sure to have all model pivots centered on 0,0,0 the exporter does not do this for you.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Export Settings ===&lt;br /&gt;
[[File:MayaExporter_Advanced.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The advanced export settings &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== Edit Export Settings ==== &lt;br /&gt;
Allows you to change the granny preset during export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most likely you’ll never need this in a mod export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Single Character Export ==== &lt;br /&gt;
Tells the MLE to select the entire rig hierarchy rather than just what is skinned to a model. &amp;lt;br /&amp;gt;&lt;br /&gt;
This checkbox can be overridden to be always active in a file with the Export Variables Setup Make Single Object button. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is active by default for a Base Layer export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Export Vertex Colour ====&lt;br /&gt;
Tells the MLE to include vertex colour in the export of the selected layers. &amp;lt;br /&amp;gt;&lt;br /&gt;
This overridden with the Export Variable Setup Make Cloth Simmed since cloth simulation requires vertex colours to be present.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is also overriden by the Export Variable Setup Make vertex Coloured&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Debug Log ====&lt;br /&gt;
This checkbox is for when the Express Export variable is off. &amp;lt;br /&amp;gt;&lt;br /&gt;
It tries to catch any export errors occurring and write them in a debug log which is shows after export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Express Export ====&lt;br /&gt;
This checkbox is off by default it tells the MLE the export the files in the current maya instance. &amp;lt;br /&amp;gt;&lt;br /&gt;
Turn this off if you have a large amount of models to export. With this variable off the MLE will use maya standalone batch mode to export models more quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Maya standalone is used by default for exporting Animations from a base file.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animation Quality ===&lt;br /&gt;
This dropdown list lets you define different compression setting for animation export.&amp;lt;br \&amp;gt;&lt;br /&gt;
The following settings are available:&lt;br /&gt;
*'''Default Quality:''' The default setting used for most animation exports.&lt;br /&gt;
*'''Medium Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down, but increases export time allot.&lt;br /&gt;
*'''High Quality:''' Increases how often the animation is analysed before creating final export data. Should bring general jitter down to a minimum, but increases export time allot.&lt;br /&gt;
*'''Low Rotation Tolerance:''' A setting that reduces the amount of rotation jitter. Good for Character Creation poses that are looked at in greater detail.&lt;br /&gt;
*'''Snappy Tolerance:''' A setting that allows an animator export an animation with pose to pose jumps with no limb jitter. Applies to for example the blitz attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modify Path ===&lt;br /&gt;
[[File:MayaExporter_Path.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Data path editor &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter has been specifically modified to use a file hidden within your default maya script path to find the Divinity Engine data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Modify Path script allows you to set up and modify the path saved. &amp;lt;br /&amp;gt;&lt;br /&gt;
The MLE will throw a warning when this isn’t done before its first launch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Variables Setup ===&lt;br /&gt;
[[File:MayaExporter_Variables.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Divinity Engine has a few extra functions that can be activated via variables attached to the model data. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Multi Layer Exporter also reads these variables to ensure everything that needs to be present in the export file is present.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Unskinned Animated is to allow objects which are rigidly animated or include dummies that need to be interacted with be fully recognized as such. &amp;lt;br /&amp;gt;&lt;br /&gt;
Apply this Variable if the object needs effects attached needs to function like a bed or chair or is an object with dummy driven animations like a door. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Cloth Simmed is specifically for character Models with elements that need cloth sim applied. &amp;lt;br /&amp;gt;&lt;br /&gt;
The object needs to have vertex colour applied and a variable to indicate it needs to be treated as a simulated object. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Single Object is specifically for the MLE to override the Single Character Export checkbox and include every bone within a detected rig in the export with every single export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on every dummy root and Dummy_*LayerName* objects it finds within the scene.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Physics Setup ===&lt;br /&gt;
[[File:MayaExporter_Physics.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Physics variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The bullet plugin in maya has a few known issues with exporting. &amp;lt;br /&amp;gt;&lt;br /&gt;
Rather than allowing artists to set up their own bullet variables two export variables have been made to replace them. &amp;lt;br /&amp;gt;&lt;br /&gt;
With these Variables the MLE will set up the bullet variables so scaling issues can be avoided during physics exports. &amp;lt;br /&amp;gt;&lt;br /&gt;
Both buttons work on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Kinematic Physics Mesh is for objects that can be moved during gameplay like barrels or characters.&amp;lt;br /&amp;gt;&lt;br /&gt;
Static Physics Mesh is for everything else that cannot be moved and serves as such scenery.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:MayaExporter_Advanced.png&amp;diff=5641</id>
		<title>File:MayaExporter Advanced.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:MayaExporter_Advanced.png&amp;diff=5641"/>
		<updated>2018-02-08T12:40:59Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: JoykaDeReyst uploaded a new version of File:MayaExporter Advanced.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5640</id>
		<title>Modding: Maya Exporter</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5640"/>
		<updated>2018-02-08T12:40:00Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Animation Manager */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MayaExporter_StepByStep.png|center]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The exporter tool window in Maya 2015&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool lets you export visuals, physics and animations from Maya to the editor (in the required file format).&lt;br /&gt;
It is a set of scripts to add an extra tab to your Maya window.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|For more information on how to install the exporter tool, look here: [[Setup:_Maya_Exporter | Maya Setup Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warningred.png|32px]] These tools are designed for Maya &amp;lt;b&amp;gt;2015&amp;lt;/b&amp;gt; on Windows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Components ==&lt;br /&gt;
&amp;lt;sub&amp;gt;This article references the image at the top of the page&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool consists of the following components:&lt;br /&gt;
# Animation Manager&lt;br /&gt;
# Multi Layer Exporter&lt;br /&gt;
# Modify Path&lt;br /&gt;
# Export Variables Setup&lt;br /&gt;
# Export Physics Setup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Animation Manager ===&lt;br /&gt;
[[File:MayaExporter_Animation.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The animation manager &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This script works together with the export tool Multi Layer Exporter to help organize and name your animations for export. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the exporter will export the frame range an animation file is saved with and name it the same as the source file, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the Animation manager script it’s possible to add data to your file for the Multi Layer Exporter to read.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This is particularly useful for animations that need to be played out in a start, loop, stop sequence such as Knockdown Status or Various skill activation animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
The animation Manager expects a rig with Dummy_Root as the first bone in the hierarchy. There is support for Root bones named Dummy_*LayerName*&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Already present entries are found when selecting the root dummy with the data present. &amp;lt;br /&amp;gt;&lt;br /&gt;
New entries can be made with the new button on the bottom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Obsolete entries can be removed with the delete button while the entry is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Double clicking any of the fields of an entry allows to edit the data within the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The posebank value is used to differentiate between animations that should be played out and animations that are a set a of set of sequential poses.&amp;lt;br \&amp;gt;&lt;br /&gt;
This is mostly used for death banks which are used to provide a set of death poses. Character animation sets have an animation slot for death banks&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multi Layer Exporter ===&lt;br /&gt;
[[File:MayaExporter_MLE.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The multi layer exporter &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter is the workhorse of this script package.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is responsible for exporting models, physics and animations to their correct formats.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most cases will only show the top left hand panel with the layers currently available in the scene. &amp;lt;br /&amp;gt;&lt;br /&gt;
Layers that shouldn’t be exported can be hidden from this list with the Exclude_ prefix. &amp;lt;br /&amp;gt;&lt;br /&gt;
A Layer should contain the relevant model and its matching physics. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Physics are expected to have the _Phys suffix&amp;lt;br /&amp;gt;&lt;br /&gt;
Rig Bones are expected to have _Bone or Bone_ in their name&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The layer name determines the exported file name:&amp;lt;br /&amp;gt;&lt;br /&gt;
*{LayerName}.lsm (lsm is a custom extension we use to recognize your custom granny files. If you have a .gr2 file, you can simply rename it to .lsm)&lt;br /&gt;
*{LayerName}_Phys.bullet&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The _Base suffix tells the MLE that the layer contains a character rig. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is particularly useful for exporting models that are supposed to be used in a visual set and need their rig exported separately in one piece. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Right Hand panel becomes available when the animation checkbox is checked. &amp;lt;br /&amp;gt;&lt;br /&gt;
When this is checked the MLE will look for a folder in the same location as your currently open maya file with the same name as your currently open maya file. &amp;lt;br /&amp;gt;&lt;br /&gt;
If it finds such a folder it will list all the maya files available in the folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
When exporting, animations are put within a folder with the name of the base file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Alternatively when opening the MLE in a file within a folder with a name similar to one of the maya files neighbouring it MLE will recognize the file as an animation file and show Animation Manager data instead. &amp;lt;br /&amp;gt;&lt;br /&gt;
These files won’t allow model or physics exports.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The bottom History Panel keeps track of where you have exported already. &amp;lt;br /&amp;gt;&lt;br /&gt;
The paths created are dependent on the provided data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
Found mods within the data path and whether or not you have browsed for new paths with the browse button on the botton left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;On start up the MLE searches through the data path for available mods and lists them in the target project dropdown list. &amp;lt;br /&amp;gt;&lt;br /&gt;
If your currently open maya file is in a path containing the currently selected mod’s name it will copy the structure of your assets in the export path. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the source doesn’t match up exports are done within the base folder of the mod.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The actual export button is on the bottom left.&amp;lt;br /&amp;gt;&lt;br /&gt;
The delete and clear all button are for the path history panel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The visual checkbox enables model export doesn’t include objects with a _Phys suffix in their name.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Physics checkbox enables physics export when checked alone only objects with a _Phys suffix in their name are exported.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Checkbox enables animation exporting if you’re working from a base file. Is on by default if the file you are in is recognized as an animation file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make sure to have all model pivots centered on 0,0,0 the exporter does not do this for you.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Export Settings ===&lt;br /&gt;
[[File:MayaExporter_Advanced.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The advanced export settings &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== Edit Export Settings ==== &lt;br /&gt;
Allows you to change the granny preset during export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most likely you’ll never need this in a mod export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Single Character Export ==== &lt;br /&gt;
Tells the MLE to select the entire rig hierarchy rather than just what is skinned to a model. &amp;lt;br /&amp;gt;&lt;br /&gt;
This checkbox can be overridden to be always active in a file with the Export Variables Setup Make Single Object button. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is active by default for a Base Layer export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Export Vertex Colour ====&lt;br /&gt;
Tells the MLE to include vertex colour in the export of the selected layers. &amp;lt;br /&amp;gt;&lt;br /&gt;
This overridden with the Export Variable Setup Make Cloth Simmed since cloth simulation requires vertex colours to be present.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Debug Log ====&lt;br /&gt;
This checkbox is for when the Express Export variable is off. &amp;lt;br /&amp;gt;&lt;br /&gt;
It tries to catch any export errors occurring and write them in a debug log which is shows after export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Express Export ====&lt;br /&gt;
This checkbox is on by default it tells the MLE the export the files in the current maya instance. &amp;lt;br /&amp;gt;&lt;br /&gt;
Turn this off if you have a large amount of models to export. With this variable off the MLE will use maya standalone batch mode to export models more quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Maya standalone is used by default for exporting Animations from a base file.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modify Path ===&lt;br /&gt;
[[File:MayaExporter_Path.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Data path editor &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter has been specifically modified to use a file hidden within your default maya script path to find the Divinity Engine data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Modify Path script allows you to set up and modify the path saved. &amp;lt;br /&amp;gt;&lt;br /&gt;
The MLE will throw a warning when this isn’t done before its first launch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Variables Setup ===&lt;br /&gt;
[[File:MayaExporter_Variables.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Divinity Engine has a few extra functions that can be activated via variables attached to the model data. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Multi Layer Exporter also reads these variables to ensure everything that needs to be present in the export file is present.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Unskinned Animated is to allow objects which are rigidly animated or include dummies that need to be interacted with be fully recognized as such. &amp;lt;br /&amp;gt;&lt;br /&gt;
Apply this Variable if the object needs effects attached needs to function like a bed or chair or is an object with dummy driven animations like a door. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Cloth Simmed is specifically for character Models with elements that need cloth sim applied. &amp;lt;br /&amp;gt;&lt;br /&gt;
The object needs to have vertex colour applied and a variable to indicate it needs to be treated as a simulated object. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Single Object is specifically for the MLE to override the Single Character Export checkbox and include every bone within a detected rig in the export with every single export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on every dummy root and Dummy_*LayerName* objects it finds within the scene.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Physics Setup ===&lt;br /&gt;
[[File:MayaExporter_Physics.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Physics variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The bullet plugin in maya has a few known issues with exporting. &amp;lt;br /&amp;gt;&lt;br /&gt;
Rather than allowing artists to set up their own bullet variables two export variables have been made to replace them. &amp;lt;br /&amp;gt;&lt;br /&gt;
With these Variables the MLE will set up the bullet variables so scaling issues can be avoided during physics exports. &amp;lt;br /&amp;gt;&lt;br /&gt;
Both buttons work on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Kinematic Physics Mesh is for objects that can be moved during gameplay like barrels or characters.&amp;lt;br /&amp;gt;&lt;br /&gt;
Static Physics Mesh is for everything else that cannot be moved and serves as such scenery.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5639</id>
		<title>Modding: Maya Exporter</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5639"/>
		<updated>2018-02-08T12:39:48Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MayaExporter_StepByStep.png|center]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The exporter tool window in Maya 2015&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool lets you export visuals, physics and animations from Maya to the editor (in the required file format).&lt;br /&gt;
It is a set of scripts to add an extra tab to your Maya window.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|For more information on how to install the exporter tool, look here: [[Setup:_Maya_Exporter | Maya Setup Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warningred.png|32px]] These tools are designed for Maya &amp;lt;b&amp;gt;2015&amp;lt;/b&amp;gt; on Windows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Components ==&lt;br /&gt;
&amp;lt;sub&amp;gt;This article references the image at the top of the page&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool consists of the following components:&lt;br /&gt;
# Animation Manager&lt;br /&gt;
# Multi Layer Exporter&lt;br /&gt;
# Modify Path&lt;br /&gt;
# Export Variables Setup&lt;br /&gt;
# Export Physics Setup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Animation Manager ===&lt;br /&gt;
[[File:MayaExporter_Animation.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The animation manager &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This script works together with the export tool Multi Layer Exporter to help organize and name your animations for export. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the exporter will export the frame range an animation file is saved with and name it the same as the source file, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the Animation manager script it’s possible to add data to your file for the Multi Layer Exporter to read.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This is particularly useful for animations that need to be played out in a start, loop, stop sequence such as Knockdown Status or Various skill activation animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
The animation Manager expects a rig with Dummy_Root as the first bone in the hierarchy. There is support for Root bones named Dummy_*LayerName*&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Already present entries are found when selecting the root dummy with the data present. &amp;lt;br /&amp;gt;&lt;br /&gt;
New entries can be made with the new button on the bottom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Obsolete entries can be removed with the delete button while the entry is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Double clicking any of the fields of an entry allows to edit the data within the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The posebank value is used to differentiate between animations that should be played out and animations that are a set a of set of sequential poses.&amp;lt; br\&amp;gt;&lt;br /&gt;
This is mostly used for death banks which are used to provide a set of death poses. Character animation sets have an animation slot for death banks&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multi Layer Exporter ===&lt;br /&gt;
[[File:MayaExporter_MLE.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The multi layer exporter &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter is the workhorse of this script package.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is responsible for exporting models, physics and animations to their correct formats.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most cases will only show the top left hand panel with the layers currently available in the scene. &amp;lt;br /&amp;gt;&lt;br /&gt;
Layers that shouldn’t be exported can be hidden from this list with the Exclude_ prefix. &amp;lt;br /&amp;gt;&lt;br /&gt;
A Layer should contain the relevant model and its matching physics. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Physics are expected to have the _Phys suffix&amp;lt;br /&amp;gt;&lt;br /&gt;
Rig Bones are expected to have _Bone or Bone_ in their name&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The layer name determines the exported file name:&amp;lt;br /&amp;gt;&lt;br /&gt;
*{LayerName}.lsm (lsm is a custom extension we use to recognize your custom granny files. If you have a .gr2 file, you can simply rename it to .lsm)&lt;br /&gt;
*{LayerName}_Phys.bullet&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The _Base suffix tells the MLE that the layer contains a character rig. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is particularly useful for exporting models that are supposed to be used in a visual set and need their rig exported separately in one piece. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Right Hand panel becomes available when the animation checkbox is checked. &amp;lt;br /&amp;gt;&lt;br /&gt;
When this is checked the MLE will look for a folder in the same location as your currently open maya file with the same name as your currently open maya file. &amp;lt;br /&amp;gt;&lt;br /&gt;
If it finds such a folder it will list all the maya files available in the folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
When exporting, animations are put within a folder with the name of the base file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Alternatively when opening the MLE in a file within a folder with a name similar to one of the maya files neighbouring it MLE will recognize the file as an animation file and show Animation Manager data instead. &amp;lt;br /&amp;gt;&lt;br /&gt;
These files won’t allow model or physics exports.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The bottom History Panel keeps track of where you have exported already. &amp;lt;br /&amp;gt;&lt;br /&gt;
The paths created are dependent on the provided data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
Found mods within the data path and whether or not you have browsed for new paths with the browse button on the botton left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;On start up the MLE searches through the data path for available mods and lists them in the target project dropdown list. &amp;lt;br /&amp;gt;&lt;br /&gt;
If your currently open maya file is in a path containing the currently selected mod’s name it will copy the structure of your assets in the export path. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the source doesn’t match up exports are done within the base folder of the mod.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The actual export button is on the bottom left.&amp;lt;br /&amp;gt;&lt;br /&gt;
The delete and clear all button are for the path history panel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The visual checkbox enables model export doesn’t include objects with a _Phys suffix in their name.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Physics checkbox enables physics export when checked alone only objects with a _Phys suffix in their name are exported.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Checkbox enables animation exporting if you’re working from a base file. Is on by default if the file you are in is recognized as an animation file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make sure to have all model pivots centered on 0,0,0 the exporter does not do this for you.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Export Settings ===&lt;br /&gt;
[[File:MayaExporter_Advanced.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The advanced export settings &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== Edit Export Settings ==== &lt;br /&gt;
Allows you to change the granny preset during export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most likely you’ll never need this in a mod export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Single Character Export ==== &lt;br /&gt;
Tells the MLE to select the entire rig hierarchy rather than just what is skinned to a model. &amp;lt;br /&amp;gt;&lt;br /&gt;
This checkbox can be overridden to be always active in a file with the Export Variables Setup Make Single Object button. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is active by default for a Base Layer export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Export Vertex Colour ====&lt;br /&gt;
Tells the MLE to include vertex colour in the export of the selected layers. &amp;lt;br /&amp;gt;&lt;br /&gt;
This overridden with the Export Variable Setup Make Cloth Simmed since cloth simulation requires vertex colours to be present.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Debug Log ====&lt;br /&gt;
This checkbox is for when the Express Export variable is off. &amp;lt;br /&amp;gt;&lt;br /&gt;
It tries to catch any export errors occurring and write them in a debug log which is shows after export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Express Export ====&lt;br /&gt;
This checkbox is on by default it tells the MLE the export the files in the current maya instance. &amp;lt;br /&amp;gt;&lt;br /&gt;
Turn this off if you have a large amount of models to export. With this variable off the MLE will use maya standalone batch mode to export models more quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Maya standalone is used by default for exporting Animations from a base file.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modify Path ===&lt;br /&gt;
[[File:MayaExporter_Path.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Data path editor &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter has been specifically modified to use a file hidden within your default maya script path to find the Divinity Engine data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Modify Path script allows you to set up and modify the path saved. &amp;lt;br /&amp;gt;&lt;br /&gt;
The MLE will throw a warning when this isn’t done before its first launch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Variables Setup ===&lt;br /&gt;
[[File:MayaExporter_Variables.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Divinity Engine has a few extra functions that can be activated via variables attached to the model data. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Multi Layer Exporter also reads these variables to ensure everything that needs to be present in the export file is present.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Unskinned Animated is to allow objects which are rigidly animated or include dummies that need to be interacted with be fully recognized as such. &amp;lt;br /&amp;gt;&lt;br /&gt;
Apply this Variable if the object needs effects attached needs to function like a bed or chair or is an object with dummy driven animations like a door. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Cloth Simmed is specifically for character Models with elements that need cloth sim applied. &amp;lt;br /&amp;gt;&lt;br /&gt;
The object needs to have vertex colour applied and a variable to indicate it needs to be treated as a simulated object. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Single Object is specifically for the MLE to override the Single Character Export checkbox and include every bone within a detected rig in the export with every single export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on every dummy root and Dummy_*LayerName* objects it finds within the scene.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Physics Setup ===&lt;br /&gt;
[[File:MayaExporter_Physics.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Physics variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The bullet plugin in maya has a few known issues with exporting. &amp;lt;br /&amp;gt;&lt;br /&gt;
Rather than allowing artists to set up their own bullet variables two export variables have been made to replace them. &amp;lt;br /&amp;gt;&lt;br /&gt;
With these Variables the MLE will set up the bullet variables so scaling issues can be avoided during physics exports. &amp;lt;br /&amp;gt;&lt;br /&gt;
Both buttons work on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Kinematic Physics Mesh is for objects that can be moved during gameplay like barrels or characters.&amp;lt;br /&amp;gt;&lt;br /&gt;
Static Physics Mesh is for everything else that cannot be moved and serves as such scenery.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5638</id>
		<title>Modding: Maya Exporter</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Maya_Exporter&amp;diff=5638"/>
		<updated>2018-02-08T12:39:26Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Animation Manager */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MayaExporter_StepByStep.png|center]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The exporter tool window in Maya 2015&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool lets you export visuals, physics and animations from Maya to the editor (in the required file format).&lt;br /&gt;
It is a set of scripts to add an extra tab to your Maya window.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|For more information on how to install the exporter tool, look here: [[Setup:_Maya_Exporter | Maya Setup Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warningred.png|32px]] These tools are designed for Maya &amp;lt;b&amp;gt;2015&amp;lt;/b&amp;gt; on Windows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Components ==&lt;br /&gt;
&amp;lt;sub&amp;gt;This article references the image at the top of the page&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maya exporter tool consists of the following components:&lt;br /&gt;
# Animation Manager&lt;br /&gt;
# Multi Layer Exporter&lt;br /&gt;
# Modify Path&lt;br /&gt;
# Export Variables Setup&lt;br /&gt;
# Export Physics Setup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Animation Manager ===&lt;br /&gt;
[[File:MayaExporter_Animation.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The animation manager &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This script works together with the export tool Multi Layer Exporter to help organize and name your animations for export. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the exporter will export the frame range an animation file is saved with and name it the same as the source file, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the Animation manager script it’s possible to add data to your file for the Multi Layer Exporter to read.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This is particularly useful for animations that need to be played out in a start, loop, stop sequence such as Knockdown Status or Various skill activation animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
The animation Manager expects a rig with Dummy_Root as the first bone in the hierarchy. There is support for Root bones named Dummy_*LayerName*&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Already present entries are found when selecting the root dummy with the data present. &amp;lt;br /&amp;gt;&lt;br /&gt;
New entries can be made with the new button on the bottom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Obsolete entries can be removed with the delete button while the entry is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Double clicking any of the fields of an entry allows to edit the data within the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The posebank value is used to differentiate between animations that should be played out and animations that are a set a of set of sequential poses.&lt;br /&gt;
This is mostly used for death banks which are used to provide a set of death poses. Character animation sets have an animation slot for death banks&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multi Layer Exporter ===&lt;br /&gt;
[[File:MayaExporter_MLE.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The multi layer exporter &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter is the workhorse of this script package.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is responsible for exporting models, physics and animations to their correct formats.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most cases will only show the top left hand panel with the layers currently available in the scene. &amp;lt;br /&amp;gt;&lt;br /&gt;
Layers that shouldn’t be exported can be hidden from this list with the Exclude_ prefix. &amp;lt;br /&amp;gt;&lt;br /&gt;
A Layer should contain the relevant model and its matching physics. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Physics are expected to have the _Phys suffix&amp;lt;br /&amp;gt;&lt;br /&gt;
Rig Bones are expected to have _Bone or Bone_ in their name&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The layer name determines the exported file name:&amp;lt;br /&amp;gt;&lt;br /&gt;
*{LayerName}.lsm (lsm is a custom extension we use to recognize your custom granny files. If you have a .gr2 file, you can simply rename it to .lsm)&lt;br /&gt;
*{LayerName}_Phys.bullet&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The _Base suffix tells the MLE that the layer contains a character rig. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is particularly useful for exporting models that are supposed to be used in a visual set and need their rig exported separately in one piece. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Right Hand panel becomes available when the animation checkbox is checked. &amp;lt;br /&amp;gt;&lt;br /&gt;
When this is checked the MLE will look for a folder in the same location as your currently open maya file with the same name as your currently open maya file. &amp;lt;br /&amp;gt;&lt;br /&gt;
If it finds such a folder it will list all the maya files available in the folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
When exporting, animations are put within a folder with the name of the base file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Alternatively when opening the MLE in a file within a folder with a name similar to one of the maya files neighbouring it MLE will recognize the file as an animation file and show Animation Manager data instead. &amp;lt;br /&amp;gt;&lt;br /&gt;
These files won’t allow model or physics exports.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The bottom History Panel keeps track of where you have exported already. &amp;lt;br /&amp;gt;&lt;br /&gt;
The paths created are dependent on the provided data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
Found mods within the data path and whether or not you have browsed for new paths with the browse button on the botton left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;On start up the MLE searches through the data path for available mods and lists them in the target project dropdown list. &amp;lt;br /&amp;gt;&lt;br /&gt;
If your currently open maya file is in a path containing the currently selected mod’s name it will copy the structure of your assets in the export path. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the source doesn’t match up exports are done within the base folder of the mod.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The actual export button is on the bottom left.&amp;lt;br /&amp;gt;&lt;br /&gt;
The delete and clear all button are for the path history panel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The visual checkbox enables model export doesn’t include objects with a _Phys suffix in their name.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Physics checkbox enables physics export when checked alone only objects with a _Phys suffix in their name are exported.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Checkbox enables animation exporting if you’re working from a base file. Is on by default if the file you are in is recognized as an animation file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make sure to have all model pivots centered on 0,0,0 the exporter does not do this for you.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Export Settings ===&lt;br /&gt;
[[File:MayaExporter_Advanced.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; The advanced export settings &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== Edit Export Settings ==== &lt;br /&gt;
Allows you to change the granny preset during export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most likely you’ll never need this in a mod export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Single Character Export ==== &lt;br /&gt;
Tells the MLE to select the entire rig hierarchy rather than just what is skinned to a model. &amp;lt;br /&amp;gt;&lt;br /&gt;
This checkbox can be overridden to be always active in a file with the Export Variables Setup Make Single Object button. &amp;lt;br /&amp;gt;&lt;br /&gt;
This is active by default for a Base Layer export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Export Vertex Colour ====&lt;br /&gt;
Tells the MLE to include vertex colour in the export of the selected layers. &amp;lt;br /&amp;gt;&lt;br /&gt;
This overridden with the Export Variable Setup Make Cloth Simmed since cloth simulation requires vertex colours to be present.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Debug Log ====&lt;br /&gt;
This checkbox is for when the Express Export variable is off. &amp;lt;br /&amp;gt;&lt;br /&gt;
It tries to catch any export errors occurring and write them in a debug log which is shows after export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Express Export ====&lt;br /&gt;
This checkbox is on by default it tells the MLE the export the files in the current maya instance. &amp;lt;br /&amp;gt;&lt;br /&gt;
Turn this off if you have a large amount of models to export. With this variable off the MLE will use maya standalone batch mode to export models more quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Maya standalone is used by default for exporting Animations from a base file.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modify Path ===&lt;br /&gt;
[[File:MayaExporter_Path.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Data path editor &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Multi Layer Exporter has been specifically modified to use a file hidden within your default maya script path to find the Divinity Engine data path. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Modify Path script allows you to set up and modify the path saved. &amp;lt;br /&amp;gt;&lt;br /&gt;
The MLE will throw a warning when this isn’t done before its first launch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Variables Setup ===&lt;br /&gt;
[[File:MayaExporter_Variables.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Divinity Engine has a few extra functions that can be activated via variables attached to the model data. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Multi Layer Exporter also reads these variables to ensure everything that needs to be present in the export file is present.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Unskinned Animated is to allow objects which are rigidly animated or include dummies that need to be interacted with be fully recognized as such. &amp;lt;br /&amp;gt;&lt;br /&gt;
Apply this Variable if the object needs effects attached needs to function like a bed or chair or is an object with dummy driven animations like a door. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Cloth Simmed is specifically for character Models with elements that need cloth sim applied. &amp;lt;br /&amp;gt;&lt;br /&gt;
The object needs to have vertex colour applied and a variable to indicate it needs to be treated as a simulated object. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Make Single Object is specifically for the MLE to override the Single Character Export checkbox and include every bone within a detected rig in the export with every single export. &amp;lt;br /&amp;gt;&lt;br /&gt;
Works on every dummy root and Dummy_*LayerName* objects it finds within the scene.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Export Physics Setup ===&lt;br /&gt;
[[File:MayaExporter_Physics.png | none]]&lt;br /&gt;
&amp;lt;sub&amp;gt; Physics variable setup window &amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The bullet plugin in maya has a few known issues with exporting. &amp;lt;br /&amp;gt;&lt;br /&gt;
Rather than allowing artists to set up their own bullet variables two export variables have been made to replace them. &amp;lt;br /&amp;gt;&lt;br /&gt;
With these Variables the MLE will set up the bullet variables so scaling issues can be avoided during physics exports. &amp;lt;br /&amp;gt;&lt;br /&gt;
Both buttons work on current selection.&amp;lt;/p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Kinematic Physics Mesh is for objects that can be moved during gameplay like barrels or characters.&amp;lt;br /&amp;gt;&lt;br /&gt;
Static Physics Mesh is for everything else that cannot be moved and serves as such scenery.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:MayaExporter_Animation.png&amp;diff=5637</id>
		<title>File:MayaExporter Animation.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:MayaExporter_Animation.png&amp;diff=5637"/>
		<updated>2018-02-08T12:35:44Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: JoykaDeReyst uploaded a new version of File:MayaExporter Animation.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Bear_Example.zip&amp;diff=5636</id>
		<title>File:Bear Example.zip</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Bear_Example.zip&amp;diff=5636"/>
		<updated>2018-02-08T12:34:17Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: JoykaDeReyst uploaded a new version of File:Bear Example.zip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Door_Example.zip&amp;diff=5635</id>
		<title>File:Door Example.zip</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Door_Example.zip&amp;diff=5635"/>
		<updated>2018-02-08T12:09:44Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: JoykaDeReyst uploaded a new version of File:Door Example.zip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Panels&amp;diff=5620</id>
		<title>Panels</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Panels&amp;diff=5620"/>
		<updated>2018-02-07T14:32:03Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Atmosphere panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Animation resource panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Animation set resource panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Arena level settings panel]] (Coming Soon)&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:CombatGroupPanel_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Combat group panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:ContentBrowser_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Content browser]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Level settings window]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Project settings window]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Publish project window]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:RootTemplatePanel_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Root template panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Sidebar]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[:Category:Use_Actions|Use Actions]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Visual resource panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Visual set resource panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:WorldMapRendererPanel_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[World map renderer panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:WorkAtmospherePanel_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Work atmosphere panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:WorldOutliner_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[World outliner]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5619</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5619"/>
		<updated>2018-02-07T14:30:55Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 7. Cloths Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs.&amp;lt;br \&amp;gt; In the example below, the game engine will first look for its animation in the animation set ''Animals_Shark_ABC_Ghost'' and when it doesn't find what it needs it will continue its search in the animation set ''Animals_Shark_ABC_Default''. &amp;lt;br \&amp;gt;&lt;br /&gt;
This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets.&amp;lt;br \&amp;gt;&lt;br /&gt;
You can assign an animation set by selecting an animation set resource (red running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allowing you the freedom to plug this default animation set in any other visual that has a rig compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth.&amp;lt;br \&amp;gt;&lt;br /&gt;
The properties will only be applied to models that are exported with Vertex Painting and the attribute UserDefinedProperty with value cloth=1. &amp;lt;br \&amp;gt;&lt;br /&gt;
Read [[Modding:_Maya_Exporter|The Maya Exporter Guide]] to sknow how to apply the cloth sim attribute. &amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Warning''': Cloth simmed objects need to have 2 bones skinned to them. Use a 0.01 influence for helmet feathers on the chin bone after skinning them to the head bone.&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Tip:''' Long closed skirts don't look very good with cloth sim. Always make sure to have extra cuts&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
These are the cloth properties available:&lt;br /&gt;
*'''Stiffness: ''' How much the cloth can stretch.&lt;br /&gt;
*'''Bending: ''' How much the cloth can bend.&lt;br /&gt;
*'''Iterations: ''' How often the cloth calcuations are redone before being considered final.&lt;br /&gt;
*'''PoseMatching:''' How close it it sticks to the default skin position. (Used for feather on helmets)&lt;br /&gt;
*'''Margin:''' How large the collision model is for the cloth.&lt;br /&gt;
*'''kg/m2:''' How heavy the cloth is for the simulation. (Isn't used during non still animations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to have an automatic wind simulated on the cloth model. To have these variables matter for your cloth make sure to check '''Atmospheric Wind'''.&amp;lt;br \&amp;gt;&lt;br /&gt;
Models that use these variables are ''the burning witch'' and ''gheist'' models.&lt;br /&gt;
&lt;br /&gt;
These are the variables available for defining what the simulated wind is like:&lt;br /&gt;
*'''Atmospheric wind:''' Turn on the have to have the cloth automatically simulate and use these variables.&lt;br /&gt;
*'''Lift:''' ???&lt;br /&gt;
*'''Drag:''' ???&lt;br /&gt;
*'''Frontal Wind Speed:''' The speed with which the wind is blowing for this cloth.&lt;br /&gt;
*'''Frontal Wind Variance:''' changes the noise range of the wind.&lt;br /&gt;
*'''Frontal Wind Frequency:''' changes how fast the cloth jumps back and fort within the variance.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5618</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5618"/>
		<updated>2018-02-07T14:29:38Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 7. Cloths Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs.&amp;lt;br \&amp;gt; In the example below, the game engine will first look for its animation in the animation set ''Animals_Shark_ABC_Ghost'' and when it doesn't find what it needs it will continue its search in the animation set ''Animals_Shark_ABC_Default''. &amp;lt;br \&amp;gt;&lt;br /&gt;
This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets.&amp;lt;br \&amp;gt;&lt;br /&gt;
You can assign an animation set by selecting an animation set resource (red running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allowing you the freedom to plug this default animation set in any other visual that has a rig compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth.&amp;lt;br \&amp;gt;&lt;br /&gt;
The properties will only be applied to models that are exported with Vertex Painting and the attribute UserDefinedProperty with value cloth=1. &amp;lt;br \&amp;gt;&lt;br /&gt;
Read [[Modding:_Maya_Exporter|The Maya Exporter Guide]] to sknow how to apply the cloth sim attribute. &amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Warning''': Cloth simmed objects need to have 2 bones skinned to them.&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Tip:''' Long closed skirts don't look very good with cloth sim. Always make sure to have extra cuts&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
These are the cloth properties available:&lt;br /&gt;
*'''Stiffness: ''' How much the cloth can stretch.&lt;br /&gt;
*'''Bending: ''' How much the cloth can bend.&lt;br /&gt;
*'''Iterations: ''' How often the cloth calcuations are redone before being considered final.&lt;br /&gt;
*'''PoseMatching:''' How close it it sticks to the default skin position. (Used for feather on helmets)&lt;br /&gt;
*'''Margin:''' How large the collision model is for the cloth.&lt;br /&gt;
*'''kg/m2:''' How heavy the cloth is for the simulation. (Isn't used during non still animations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to have an automatic wind simulated on the cloth model. To have these variables matter for your cloth make sure to check '''Atmospheric Wind'''.&amp;lt;br \&amp;gt;&lt;br /&gt;
Models that use these variables are ''the burning witch'' and ''gheist'' models.&lt;br /&gt;
&lt;br /&gt;
These are the variables available for defining what the simulated wind is like:&lt;br /&gt;
*'''Atmospheric wind:''' Turn on the have to have the cloth automatically simulate and use these variables.&lt;br /&gt;
*'''Lift:''' ???&lt;br /&gt;
*'''Drag:''' ???&lt;br /&gt;
*'''Frontal Wind Speed:''' The speed with which the wind is blowing for this cloth.&lt;br /&gt;
*'''Frontal Wind Variance:''' changes the noise range of the wind.&lt;br /&gt;
*'''Frontal Wind Frequency:''' changes how fast the cloth jumps back and fort within the variance.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5617</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5617"/>
		<updated>2018-02-07T14:28:11Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 7. Cloths Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs.&amp;lt;br \&amp;gt; In the example below, the game engine will first look for its animation in the animation set ''Animals_Shark_ABC_Ghost'' and when it doesn't find what it needs it will continue its search in the animation set ''Animals_Shark_ABC_Default''. &amp;lt;br \&amp;gt;&lt;br /&gt;
This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets.&amp;lt;br \&amp;gt;&lt;br /&gt;
You can assign an animation set by selecting an animation set resource (red running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allowing you the freedom to plug this default animation set in any other visual that has a rig compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth.&amp;lt;br \&amp;gt;&lt;br /&gt;
The properties will only be applied to models that are exported with Vertex Painting and the attribute UserDefinedProperty with value cloth=1. &amp;lt;br \&amp;gt;&lt;br /&gt;
Read [[Modding:_Maya_Exporter|The Maya Exporter Guide]] to sknow how to apply the cloth sim attribute. &amp;lt;br \&amp;gt;&lt;br /&gt;
'''Warning''': Cloth simmed objects need to have 2 bones skinned to them.&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Tip:''' Long closed skirts don't look very good with cloth sim. Always make sure to have extra cuts&lt;br /&gt;
&lt;br /&gt;
These are the cloth properties available:&lt;br /&gt;
*'''Stiffness: ''' How much the cloth can stretch.&lt;br /&gt;
*'''Bending: ''' How much the cloth can bend.&lt;br /&gt;
*'''Iterations: ''' How often the cloth calcuations are redone before being considered final.&lt;br /&gt;
*'''PoseMatching:''' How close it it sticks to the default skin position. (Used for feather on helmets)&lt;br /&gt;
*'''Margin:''' How large the collision model is for the cloth.&lt;br /&gt;
*'''kg/m2:''' How heavy the cloth is for the simulation. (Isn't used during non still animations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to have an automatic wind simulated on the cloth model. To have these variables matter for your cloth make sure to check '''Atmospheric Wind'''.&amp;lt;br \&amp;gt;&lt;br /&gt;
Models that use these variables are ''the burning witch'' and ''gheist'' models.&lt;br /&gt;
&lt;br /&gt;
These are the variables available for defining what the simulated wind is like:&lt;br /&gt;
*'''Atmospheric wind:''' Turn on the have to have the cloth automatically simulate and use these variables.&lt;br /&gt;
*'''Lift:''' ???&lt;br /&gt;
*'''Drag:''' ???&lt;br /&gt;
*'''Frontal Wind Speed:''' The speed with which the wind is blowing for this cloth.&lt;br /&gt;
*'''Frontal Wind Variance:''' changes the noise range of the wind.&lt;br /&gt;
*'''Frontal Wind Frequency:''' changes how fast the cloth jumps back and fort within the variance.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5616</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5616"/>
		<updated>2018-02-07T14:26:12Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs.&amp;lt;br \&amp;gt; In the example below, the game engine will first look for its animation in the animation set ''Animals_Shark_ABC_Ghost'' and when it doesn't find what it needs it will continue its search in the animation set ''Animals_Shark_ABC_Default''. &amp;lt;br \&amp;gt;&lt;br /&gt;
This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets.&amp;lt;br \&amp;gt;&lt;br /&gt;
You can assign an animation set by selecting an animation set resource (red running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allowing you the freedom to plug this default animation set in any other visual that has a rig compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth.&amp;lt;br \&amp;gt;&lt;br /&gt;
The properties will only be applied to models that are exported with Vertex Painting and the UserDefinedProperty cloth=1.&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Warning''': Cloth simmed objects need to have 2 bones skinned to them.&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Tip:''' Long closed skirts don't look very good with cloth sim. Always make sure to have extra cuts&lt;br /&gt;
&lt;br /&gt;
These are the cloth properties available:&lt;br /&gt;
*'''Stiffness: ''' How much the cloth can stretch.&lt;br /&gt;
*'''Bending: ''' How much the cloth can bend.&lt;br /&gt;
*'''Iterations: ''' How often the cloth calcuations are redone before being considered final.&lt;br /&gt;
*'''PoseMatching:''' How close it it sticks to the default skin position. (Used for feather on helmets)&lt;br /&gt;
*'''Margin:''' How large the collision model is for the cloth.&lt;br /&gt;
*'''kg/m2:''' How heavy the cloth is for the simulation. (Isn't used during non still animations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to have an automatic wind simulated on the cloth model. To have these variables matter for your cloth make sure to check '''Atmospheric Wind'''.&amp;lt;br \&amp;gt;&lt;br /&gt;
Models that use these variables are ''the burning witch'' and ''gheist'' models.&lt;br /&gt;
&lt;br /&gt;
These are the variables available for defining what the simulated wind is like:&lt;br /&gt;
*'''Atmospheric wind:''' Turn on the have to have the cloth automatically simulate and use these variables.&lt;br /&gt;
*'''Lift:''' ???&lt;br /&gt;
*'''Drag:''' ???&lt;br /&gt;
*'''Frontal Wind Speed:''' The speed with which the wind is blowing for this cloth.&lt;br /&gt;
*'''Frontal Wind Variance:''' changes the noise range of the wind.&lt;br /&gt;
*'''Frontal Wind Frequency:''' changes how fast the cloth jumps back and fort within the variance.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5615</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5615"/>
		<updated>2018-02-07T14:25:56Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 8. Cloths Wind Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs.&amp;lt;br \&amp;gt; In the example below, the game engine will first look for its animation in the animation set ''Animals_Shark_ABC_Ghost'' and when it doesn't find what it needs it will continue its search in the animation set ''Animals_Shark_ABC_Default''. &amp;lt;br \&amp;gt;&lt;br /&gt;
This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets.&amp;lt;br \&amp;gt;&lt;br /&gt;
You can assign an animation set by selecting an animation set resource (red running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allowing you the freedom to plug this default animation set in any other visual that has a rig compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth.&amp;lt;br \&amp;gt;&lt;br /&gt;
The properties will only be applied to models that are exported with Vertex Painting and the UserDefinedProperty cloth=1.&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Warning''': Cloth simmed objects need to have 2 bones skinned to them.&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Tip:''' Long closed skirts don't look very good with cloth sim. Always make sure to have extra cuts&lt;br /&gt;
&lt;br /&gt;
These are the cloth properties available:&lt;br /&gt;
*'''Stiffness: ''' How much the cloth can stretch.&lt;br /&gt;
*'''Bending: ''' How much the cloth can bend.&lt;br /&gt;
*'''Iterations: ''' How often the cloth calcuations are redone before being considered final.&lt;br /&gt;
*'''PoseMatching:''' How close it it sticks to the default skin position. (Used for feather on helmets)&lt;br /&gt;
*'''Margin:''' How large the collision model is for the cloth.&lt;br /&gt;
*'''kg/m2:''' How heavy the cloth is for the simulation. (Isn't used during non still animations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to have an automatic wind simulated on the cloth model. To have these variables matter for your cloth make sure to check '''Atmospheric Wind'''.&amp;lt;br \&amp;gt;&lt;br /&gt;
Models that use these variables are ''the burning witch'' and ''gheist'' models.&lt;br /&gt;
&lt;br /&gt;
These are the variables available for defining what the simulated wind is like:&lt;br /&gt;
*'''Atmospheric wind:''' Turn on the have to have the cloth automatically simulate and use these variables.&lt;br /&gt;
*'''Lift:''' ???&lt;br /&gt;
*'''Drag:''' ???&lt;br /&gt;
*'''Frontal Wind Speed:''' The speed with which the wind is blowing for this cloth.&lt;br /&gt;
*'''Frontal Wind Variance:''' changes the noise range of the wind.&lt;br /&gt;
*'''Frontal Wind Frequency:''' changes how fast the cloth jumps back and fort within the variance.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5614</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5614"/>
		<updated>2018-02-07T14:24:58Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 7. Cloths Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs.&amp;lt;br \&amp;gt; In the example below, the game engine will first look for its animation in the animation set ''Animals_Shark_ABC_Ghost'' and when it doesn't find what it needs it will continue its search in the animation set ''Animals_Shark_ABC_Default''. &amp;lt;br \&amp;gt;&lt;br /&gt;
This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets.&amp;lt;br \&amp;gt;&lt;br /&gt;
You can assign an animation set by selecting an animation set resource (red running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allowing you the freedom to plug this default animation set in any other visual that has a rig compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth.&amp;lt;br \&amp;gt;&lt;br /&gt;
The properties will only be applied to models that are exported with Vertex Painting and the UserDefinedProperty cloth=1.&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Warning''': Cloth simmed objects need to have 2 bones skinned to them.&amp;lt;br \&amp;gt;&lt;br /&gt;
'''Tip:''' Long closed skirts don't look very good with cloth sim. Always make sure to have extra cuts&lt;br /&gt;
&lt;br /&gt;
These are the cloth properties available:&lt;br /&gt;
*'''Stiffness: ''' How much the cloth can stretch.&lt;br /&gt;
*'''Bending: ''' How much the cloth can bend.&lt;br /&gt;
*'''Iterations: ''' How often the cloth calcuations are redone before being considered final.&lt;br /&gt;
*'''PoseMatching:''' How close it it sticks to the default skin position. (Used for feather on helmets)&lt;br /&gt;
*'''Margin:''' How large the collision model is for the cloth.&lt;br /&gt;
*'''kg/m2:''' How heavy the cloth is for the simulation. (Isn't used during non still animations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to have an automatic wind simulated on the cloth model. To have these variables matter for your cloth make sure to check '''Atmospheric Wind'''.&amp;lt;br \&amp;gt;&lt;br /&gt;
Models that use these variables are ''the burning witch'' and ''gheist'' models.&lt;br /&gt;
&lt;br /&gt;
These are the variables available for defining what the simulated wind is like:&lt;br /&gt;
*'''Atmospheric wind:''' Turn on the have the cloth automatically simulate and use these variables&lt;br /&gt;
*'''Lift:''' ???&lt;br /&gt;
*'''Drag:''' ???&lt;br /&gt;
*'''Frontal Wind Speed:''' The speed with which the wind is blowing for this cloth.&lt;br /&gt;
*'''Frontal Wind Variance:''' changes the noise range of the wind.&lt;br /&gt;
*'''Frontal Wind Frequency:''' changes how fast the cloth jumps back and fort within the variance.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5613</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5613"/>
		<updated>2018-02-07T14:22:00Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 8. Cloths Wind Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs.&amp;lt;br \&amp;gt; In the example below, the game engine will first look for its animation in the animation set ''Animals_Shark_ABC_Ghost'' and when it doesn't find what it needs it will continue its search in the animation set ''Animals_Shark_ABC_Default''. &amp;lt;br \&amp;gt;&lt;br /&gt;
This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets.&amp;lt;br \&amp;gt;&lt;br /&gt;
You can assign an animation set by selecting an animation set resource (red running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allowing you the freedom to plug this default animation set in any other visual that has a rig compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
These are the cloth properties available:&lt;br /&gt;
*'''Stiffness: ''' How much the cloth can stretch.&lt;br /&gt;
*'''Bending: ''' How much the cloth can bend.&lt;br /&gt;
*'''Iterations: ''' How often the cloth calcuations are redone before being considered final.&lt;br /&gt;
*'''PoseMatching:''' How close it it sticks to the default skin position. (Used for feather on helmets)&lt;br /&gt;
*'''Margin:''' How large the collision model is for the cloth.&lt;br /&gt;
*'''kg/m2:''' How heavy the cloth is for the simulation&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to have an automatic wind simulated on the cloth model. To have these variables matter for your cloth make sure to check '''Atmospheric Wind'''.&amp;lt;br \&amp;gt;&lt;br /&gt;
Models that use these variables are ''the burning witch'' and ''gheist'' models.&lt;br /&gt;
&lt;br /&gt;
These are the variables available for defining what the simulated wind is like:&lt;br /&gt;
*'''Atmospheric wind:''' Turn on the have the cloth automatically simulate and use these variables&lt;br /&gt;
*'''Lift:''' ???&lt;br /&gt;
*'''Drag:''' ???&lt;br /&gt;
*'''Frontal Wind Speed:''' The speed with which the wind is blowing for this cloth.&lt;br /&gt;
*'''Frontal Wind Variance:''' changes the noise range of the wind.&lt;br /&gt;
*'''Frontal Wind Frequency:''' changes how fast the cloth jumps back and fort within the variance.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5612</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5612"/>
		<updated>2018-02-07T14:10:46Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 7. Cloths Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs.&amp;lt;br \&amp;gt; In the example below, the game engine will first look for its animation in the animation set ''Animals_Shark_ABC_Ghost'' and when it doesn't find what it needs it will continue its search in the animation set ''Animals_Shark_ABC_Default''. &amp;lt;br \&amp;gt;&lt;br /&gt;
This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets.&amp;lt;br \&amp;gt;&lt;br /&gt;
You can assign an animation set by selecting an animation set resource (red running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allowing you the freedom to plug this default animation set in any other visual that has a rig compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
These are the cloth properties available:&lt;br /&gt;
*'''Stiffness: ''' How much the cloth can stretch.&lt;br /&gt;
*'''Bending: ''' How much the cloth can bend.&lt;br /&gt;
*'''Iterations: ''' How often the cloth calcuations are redone before being considered final.&lt;br /&gt;
*'''PoseMatching:''' How close it it sticks to the default skin position. (Used for feather on helmets)&lt;br /&gt;
*'''Margin:''' How large the collision model is for the cloth.&lt;br /&gt;
*'''kg/m2:''' How heavy the cloth is for the simulation&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to set all the wind properties of each model within your visual. Wind properties simulate the external properties that affects the cloth properties. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5611</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5611"/>
		<updated>2018-02-07T14:06:28Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 7. Cloths Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs.&amp;lt;br \&amp;gt; In the example below, the game engine will first look for its animation in the animation set ''Animals_Shark_ABC_Ghost'' and when it doesn't find what it needs it will continue its search in the animation set ''Animals_Shark_ABC_Default''. &amp;lt;br \&amp;gt;&lt;br /&gt;
This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets.&amp;lt;br \&amp;gt;&lt;br /&gt;
You can assign an animation set by selecting an animation set resource (red running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allowing you the freedom to plug this default animation set in any other visual that has a rig compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
The are the cloth properties available:&lt;br /&gt;
*'''Stiffness: &lt;br /&gt;
*'''Bending: &lt;br /&gt;
*'''Iterations: How often the cloth calcuations are redone before being considered final.'''&lt;br /&gt;
*'''PoseMatching:'''&lt;br /&gt;
*'''Margin:'''&lt;br /&gt;
*'''kg/m2:''' How heavy the cloth is for the simulation&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to set all the wind properties of each model within your visual. Wind properties simulate the external properties that affects the cloth properties. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5610</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5610"/>
		<updated>2018-02-07T14:06:19Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 7. Cloths Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs.&amp;lt;br \&amp;gt; In the example below, the game engine will first look for its animation in the animation set ''Animals_Shark_ABC_Ghost'' and when it doesn't find what it needs it will continue its search in the animation set ''Animals_Shark_ABC_Default''. &amp;lt;br \&amp;gt;&lt;br /&gt;
This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets.&amp;lt;br \&amp;gt;&lt;br /&gt;
You can assign an animation set by selecting an animation set resource (red running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allowing you the freedom to plug this default animation set in any other visual that has a rig compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
The are the cloth properties available:&lt;br /&gt;
*'''Stiffness: &lt;br /&gt;
*'''Bending: &lt;br /&gt;
*'''Iterations: How often the cloth calcuations are redone before being considered final.'''&lt;br /&gt;
*'''PoseMatching:'''&lt;br /&gt;
*'''Margin:'''&lt;br /&gt;
*'''kg/m2: How heavy the cloth is for the simulation'''&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to set all the wind properties of each model within your visual. Wind properties simulate the external properties that affects the cloth properties. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5609</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5609"/>
		<updated>2018-02-07T13:56:25Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 3. Default Animations Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs.&amp;lt;br \&amp;gt; In the example below, the game engine will first look for its animation in the animation set ''Animals_Shark_ABC_Ghost'' and when it doesn't find what it needs it will continue its search in the animation set ''Animals_Shark_ABC_Default''. &amp;lt;br \&amp;gt;&lt;br /&gt;
This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets.&amp;lt;br \&amp;gt;&lt;br /&gt;
You can assign an animation set by selecting an animation set resource (red running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allowing you the freedom to plug this default animation set in any other visual that has a rig compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to set all the wind properties of each model within your visual. Wind properties simulate the external properties that affects the cloth properties. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5608</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5608"/>
		<updated>2018-02-07T13:55:26Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 2. Animation Waterfall Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs.&amp;lt;br \&amp;gt; In the example below, the game engine will first look for its animation in the animation set ''Animals_Shark_ABC_Ghost'' and when it doesn't find what it needs it will continue its search in the animation set ''Animals_Shark_ABC_Default''. &amp;lt;br \&amp;gt;&lt;br /&gt;
This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets.&amp;lt;br \&amp;gt;&lt;br /&gt;
You can assign an animation set by selecting an animation set resource (red running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
TIP: If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allow you the freedom to plug this default animation set in any other visual that is compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to set all the wind properties of each model within your visual. Wind properties simulate the external properties that affects the cloth properties. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5607</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5607"/>
		<updated>2018-02-07T13:54:02Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 1. Materials Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs. In the example below, the game engine will first look for its animation in the animation set Animals_Shark_ABC_Ghost and when it doesn't find what it needs it will continue its search in the animation set Animals_Shark_ABC_Default. This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets. You can assign an animation set by selecting an animation set resource (pink running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
TIP: If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allow you the freedom to plug this default animation set in any other visual that is compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to set all the wind properties of each model within your visual. Wind properties simulate the external properties that affects the cloth properties. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5606</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5606"/>
		<updated>2018-02-07T13:53:44Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* 1. Materials Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button. &amp;lt;br \&amp;gt;&lt;br /&gt;
Without a material the model will use a default checkers material.&lt;br /&gt;
&lt;br /&gt;
TIP: Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs. In the example below, the game engine will first look for its animation in the animation set Animals_Shark_ABC_Ghost and when it doesn't find what it needs it will continue its search in the animation set Animals_Shark_ABC_Default. This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets. You can assign an animation set by selecting an animation set resource (pink running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
TIP: If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allow you the freedom to plug this default animation set in any other visual that is compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to set all the wind properties of each model within your visual. Wind properties simulate the external properties that affects the cloth properties. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5605</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=5605"/>
		<updated>2018-02-07T13:51:29Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==1. Materials Tab==&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button.&lt;br /&gt;
&lt;br /&gt;
TIP: Try to keep the amount of models as low as possible. The more models you have the more likeliness you create to encounter material sorting issues when special shaders are applied through status effects.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==2. Animation Waterfall Tab==&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs. In the example below, the game engine will first look for its animation in the animation set Animals_Shark_ABC_Ghost and when it doesn't find what it needs it will continue its search in the animation set Animals_Shark_ABC_Default. This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets. You can assign an animation set by selecting an animation set resource (pink running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==3. Default Animations Tab==&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
TIP: If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allow you the freedom to plug this default animation set in any other visual that is compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==4. Resolved Animations Tab==&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==5. Script Overrides Tab==&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==6. Attachments Tab==&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==7. Cloths Tab==&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==8. Cloths Wind Tab==&lt;br /&gt;
This tab allows you to set all the wind properties of each model within your visual. Wind properties simulate the external properties that affects the cloth properties. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Panels&amp;diff=5604</id>
		<title>Panels</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Panels&amp;diff=5604"/>
		<updated>2018-02-07T13:41:03Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Atmosphere panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Animation resource panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Animation set resource panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Arena level settings panel]] (Coming Soon)&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:CombatGroupPanel_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Combat group panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:ContentBrowser_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Content browser]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Level settings window]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Project settings window]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Publish project window]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:RootTemplatePanel_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Root template panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Sidebar]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[:Category:Use_Actions|Use Actions]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Visual resource panel]] (Work In Progress)&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Visual set resource panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:WorldMapRendererPanel_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[World map renderer panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:WorkAtmospherePanel_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Work atmosphere panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:WorldOutliner_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[World outliner]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=5603</id>
		<title>Animation set resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=5603"/>
		<updated>2018-02-07T13:40:30Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Animation Set Resource is recognized by the 3 red running men in the Content Browser. Double click it to open the Animation Set.&lt;br /&gt;
&lt;br /&gt;
==1) Overview==&lt;br /&gt;
An animation set is the collection of simple names a character or item can have. Note that this list is a preset list but does not restrict the character to ONLY that list. In other words the functionality of a character or an item lies in code, and does not depend on this list, the list is merely a selection of simple names you wish to be exposed to.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2) Put it on the tab==&lt;br /&gt;
An animation set has a minumum of 3 tabs it starts with by default, to those 3 you can add one more tab for each weapon animation set, sitting and laying down. These additional sets are copies of the default tab which allows you to fill in different looking animations for each equipped weapon, or for when your character is sitting or laying down. All tabs automatically fall back to the Default tab if a requested animation is not found. &amp;lt;br \&amp;gt;&lt;br /&gt;
To add an animation simply select the animation you would like in the Content Browser and press the &amp;quot;&amp;lt;-&amp;quot; button next to the animation simple name slot.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a overview of all possible tabs when activated:&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Default:''' contains a list of all default animations a character can do. The default tab is also the animation set that is being played when a character is in peace mode.&lt;br /&gt;
* '''Custom:''' contains a blank list that is editable by the user so customised simple names can be added to a character. These animations can then be called upon by scripts.&lt;br /&gt;
* '''Skills:''' contains a fixed list of simple names required for skills without weapon requirements. Skill with weapon requirements are listed in their respective weapon tab.&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Sitting:''' contains a list of animations slots available for sitting.&lt;br /&gt;
* '''Lying:''' contains a list of animations slots available for lying.&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Shield (SH):''' contains a list of animations slots available for when a character is wielding a shield.&lt;br /&gt;
* '''Small Weapons (SML):''' contains a list of animations slots available for when a character is wielding a dagger or other small arms.&lt;br /&gt;
* '''Pole Arms (POLE):''' contains a list of animations slots available for when a character is wielding a spear or other long reach pole weapons.&lt;br /&gt;
* '''Unarmed (UA):''' contains a list of animations slots available for when a character has no weapons and is unarmed in the combat state.&lt;br /&gt;
* '''CrossBow (XB):''' contains a list of animations slots available for when a character is wielding a crossbow.&lt;br /&gt;
* '''Two Handed Sword (2HS):''' contains a list of animations slots available for when a character is wielding a two handed sword.&lt;br /&gt;
* '''Dual Wield Small (DWSML):''' contains a list of animations slots available for when a character is wielding a pair of daggers or other small arms.&lt;br /&gt;
* '''Staves (ST):''' contains a list of animations slots available for when a character is wielding a staff or other similar magical staves.&lt;br /&gt;
* '''One Handed (1H):''' contains a list of animations slots available for when a character is wielding a one handed weapon that isn't a sword, usually bludgeoning arms.&lt;br /&gt;
* '''Two Handed (2H):''' contains a list of animations slots available for when a character is wielding a two handed weapon that isn't a sword, usually bludgeoning arms.&lt;br /&gt;
* '''Bow (BOW):''' contains a list of animations slots available for when a character is wielding a bow.&lt;br /&gt;
* '''Dual Wield (DW):''' contains a list of animations slots available for when a character is wielding a pair of one handed weapons.&lt;br /&gt;
* '''Wand (WD):''' contains a list of animations slots available for when a character is wielding a wand or other magical small arms.&lt;br /&gt;
* '''Dual Wield Wands (DWWD):''' contains a list of animations slots available for when a character is wielding a pair of magical wands.&lt;br /&gt;
* '''Shield &amp;amp; Wand (SHWD):''' contains a list of animations slots available for when a character is wielding a shield and a magical wand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==3) Animation Set type==&lt;br /&gt;
&lt;br /&gt;
The animation set type determines which tabs and  slots are made by default in the animation set. &amp;lt;br \&amp;gt;&lt;br /&gt;
The following presets are available: &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''&amp;lt;none&amp;gt;:''' Resets the naimation set panel to an empty state&lt;br /&gt;
* '''player:''' Creates a default, custom and skill tab with all default animation slots available. Allows you to add extr animaiton tabs.&lt;br /&gt;
* '''character:''' Does the same as the player preset&lt;br /&gt;
* '''animal:''' Creates a simplified animation set for an animal that can't enter combat. Doesn't allow additional tabs to be added and only has a '''Default''' and '''Custom''' tab.&lt;br /&gt;
* '''item:''' Created an animaiton set tailored for items. Doesn't allow additional tabs to be added and only has a '''Default''' and '''Custom''' tab.&lt;br /&gt;
&lt;br /&gt;
==4) Animation slots==&lt;br /&gt;
Every animation set contains a set of animation slots. These have specific functions in game terms and differ between the animation set types.&amp;lt;br \&amp;gt;&lt;br /&gt;
Here we'll explain a character set and an item set it's animation slots and how custom animation slots are used.&lt;br /&gt;
&lt;br /&gt;
===Item Animation Slots===&lt;br /&gt;
&lt;br /&gt;
Items do have animations depending on wether they can be interacted with or destroyed. Some of the slots can only be called via scripts like the custom slots. &amp;lt;br \&amp;gt;&lt;br /&gt;
Here are the animation slots available for an item:&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Idle:''' If the item isn't just static but idly animates between action you can use this slot&lt;br /&gt;
* '''Open/Close:''' If the item can be opened and closed use these slots to define how it animates. &lt;br /&gt;
* '''Destruction:''' If the item can be destroyed this contains it's destroy animation. Most items have a seperate exploding mesh that use this slot.&lt;br /&gt;
* '''Attack:''' If the item can join combat an attack this slot can contain the animation it uses when attacking.&lt;br /&gt;
* '''Custom 1,2,3:''' If the item has unique scripts animations top play you can use these slots or creat a custom named in the custom tab for clarity. &lt;br /&gt;
* '''Spawn:''' If the item is created by a summon like skill it will use the spawn animation slot&lt;br /&gt;
&lt;br /&gt;
===Character Animation Slots===&lt;br /&gt;
&lt;br /&gt;
Characters have a wide variety of actions they can take. For clarity and brevity's sake I'll be grouping quite some of the slots.&amp;lt;br \&amp;gt; &lt;br /&gt;
You can assume numbered slots are randomly picked between when the action associated with them occurs. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are the animation slots available for characters:&amp;lt;br \&amp;gt;&lt;br /&gt;
*'''attack:''' When the character attacks these animation slots are used. There are seperate variations for ground and cleave attacks.&lt;br /&gt;
*'''knockdown:''' When the chracter get's knocked down the game will try to cycle through these animation slots.&lt;br /&gt;
*'''barf:''' Used for some status states&lt;br /&gt;
*'''die:''' When a character dies the game will pick an appropriate slot from these animation slots depending on the death type.&lt;br /&gt;
*'''deathpose_physical:''' Takes a posebank as input animation and allows there character to start dead in a level.&lt;br /&gt;
*'''hit:''' When a character gets attacked and it connects the game will pick one of these depending on the attack done.&lt;br /&gt;
*'''block,dodge:''' When a character gets attack and it doens't connect the game will pick one of these animations depending on the miss reason.&lt;br /&gt;
*'''idle:''' When a character is left alone it will eventually start idling.&lt;br /&gt;
*'''walk:''' Slow movement animation.&lt;br /&gt;
*'''run:''' Fast movement animation&lt;br /&gt;
*'''sneak:''' Sneak movement animation&lt;br /&gt;
*'''still:''' Default animation state&lt;br /&gt;
*'''wings:''' Movement animation when a character has wings&lt;br /&gt;
*'''cower:''' When a haracter can't join combat and can't escape it will cower.&lt;br /&gt;
*'''sheath/unsheath:''' When a character changes combat state from peacefull to combat and vice versa&lt;br /&gt;
*'''spawn:''' When a character is summon via a skill (or script)&lt;br /&gt;
*'''resurect:''' When a character gets revived&lt;br /&gt;
*'''use:''' Various actions for interacting with items in the environment&lt;br /&gt;
*'''emotion:''' Various animations for use in dialog&lt;br /&gt;
*'''climb:'''Animations needed to allow a character to climb up and down ladders.&lt;br /&gt;
*'''skill_prepare_&amp;lt;x&amp;gt;_start:''' When a character starts preparing a skill&lt;br /&gt;
*'''skill_prepare_&amp;lt;x&amp;gt;_loop:''' When a character has started preparing a skill but the target isn't decided yet&lt;br /&gt;
*'''skill_cast_&amp;lt;x&amp;gt;_cast:''' When a character executes a skill&lt;br /&gt;
*'''skill_attack_&amp;lt;x&amp;gt;_cast:''' same as skill_cast_&amp;lt;x&amp;gt;_cast but for weapon skills&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=5602</id>
		<title>Animation set resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=5602"/>
		<updated>2018-02-07T13:38:51Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Item Animation Slots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Set Resource is recognized by the 3 red running men in the Content Browser. Double click it to open the Animation Set.&lt;br /&gt;
&lt;br /&gt;
==1) Overview==&lt;br /&gt;
An animation set is the collection of simple names a character or item can have. Note that this list is a preset list but does not restrict the character to ONLY that list. In other words the functionality of a character or an item lies in code, and does not depend on this list, the list is merely a selection of simple names you wish to be exposed to.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2) Put it on the tab==&lt;br /&gt;
An animation set has a minumum of 3 tabs it starts with by default, to those 3 you can add one more tab for each weapon animation set, sitting and laying down. These additional sets are copies of the default tab which allows you to fill in different looking animations for each equipped weapon, or for when your character is sitting or laying down. All tabs automatically fall back to the Default tab if a requested animation is not found. &amp;lt;br \&amp;gt;&lt;br /&gt;
To add an animation simply select the animation you would like in the Content Browser and press the &amp;quot;&amp;lt;-&amp;quot; button next to the animation simple name slot.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a overview of all possible tabs when activated:&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Default:''' contains a list of all default animations a character can do. The default tab is also the animation set that is being played when a character is in peace mode.&lt;br /&gt;
* '''Custom:''' contains a blank list that is editable by the user so customised simple names can be added to a character. These animations can then be called upon by scripts.&lt;br /&gt;
* '''Skills:''' contains a fixed list of simple names required for skills without weapon requirements. Skill with weapon requirements are listed in their respective weapon tab.&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Sitting:''' contains a list of animations slots available for sitting.&lt;br /&gt;
* '''Lying:''' contains a list of animations slots available for lying.&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Shield (SH):''' contains a list of animations slots available for when a character is wielding a shield.&lt;br /&gt;
* '''Small Weapons (SML):''' contains a list of animations slots available for when a character is wielding a dagger or other small arms.&lt;br /&gt;
* '''Pole Arms (POLE):''' contains a list of animations slots available for when a character is wielding a spear or other long reach pole weapons.&lt;br /&gt;
* '''Unarmed (UA):''' contains a list of animations slots available for when a character has no weapons and is unarmed in the combat state.&lt;br /&gt;
* '''CrossBow (XB):''' contains a list of animations slots available for when a character is wielding a crossbow.&lt;br /&gt;
* '''Two Handed Sword (2HS):''' contains a list of animations slots available for when a character is wielding a two handed sword.&lt;br /&gt;
* '''Dual Wield Small (DWSML):''' contains a list of animations slots available for when a character is wielding a pair of daggers or other small arms.&lt;br /&gt;
* '''Staves (ST):''' contains a list of animations slots available for when a character is wielding a staff or other similar magical staves.&lt;br /&gt;
* '''One Handed (1H):''' contains a list of animations slots available for when a character is wielding a one handed weapon that isn't a sword, usually bludgeoning arms.&lt;br /&gt;
* '''Two Handed (2H):''' contains a list of animations slots available for when a character is wielding a two handed weapon that isn't a sword, usually bludgeoning arms.&lt;br /&gt;
* '''Bow (BOW):''' contains a list of animations slots available for when a character is wielding a bow.&lt;br /&gt;
* '''Dual Wield (DW):''' contains a list of animations slots available for when a character is wielding a pair of one handed weapons.&lt;br /&gt;
* '''Wand (WD):''' contains a list of animations slots available for when a character is wielding a wand or other magical small arms.&lt;br /&gt;
* '''Dual Wield Wands (DWWD):''' contains a list of animations slots available for when a character is wielding a pair of magical wands.&lt;br /&gt;
* '''Shield &amp;amp; Wand (SHWD):''' contains a list of animations slots available for when a character is wielding a shield and a magical wand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==3) Animation Set type==&lt;br /&gt;
&lt;br /&gt;
The animation set type determines which tabs and  slots are made by default in the animation set. &amp;lt;br \&amp;gt;&lt;br /&gt;
The following presets are available: &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''&amp;lt;none&amp;gt;:''' Resets the naimation set panel to an empty state&lt;br /&gt;
* '''player:''' Creates a default, custom and skill tab with all default animation slots available. Allows you to add extr animaiton tabs.&lt;br /&gt;
* '''character:''' Does the same as the player preset&lt;br /&gt;
* '''animal:''' Creates a simplified animation set for an animal that can't enter combat. Doesn't allow additional tabs to be added and only has a '''Default''' and '''Custom''' tab.&lt;br /&gt;
* '''item:''' Created an animaiton set tailored for items. Doesn't allow additional tabs to be added and only has a '''Default''' and '''Custom''' tab.&lt;br /&gt;
&lt;br /&gt;
==4) Animation slots==&lt;br /&gt;
Every animation set contains a set of animation slots. These have specific functions in game terms and differ between the animation set types.&amp;lt;br \&amp;gt;&lt;br /&gt;
Here we'll explain a character set and an item set it's animation slots and how custom animation slots are used.&lt;br /&gt;
&lt;br /&gt;
===Item Animation Slots===&lt;br /&gt;
&lt;br /&gt;
Items do have animations depending on wether they can be interacted with or destroyed. Some of the slots can only be called via scripts like the custom slots. &amp;lt;br \&amp;gt;&lt;br /&gt;
Here are the animation slots available for an item:&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Idle:''' If the item isn't just static but idly animates between action you can use this slot&lt;br /&gt;
* '''Open/Close:''' If the item can be opened and closed use these slots to define how it animates. &lt;br /&gt;
* '''Destruction:''' If the item can be destroyed this contains it's destroy animation. Most items have a seperate exploding mesh that use this slot.&lt;br /&gt;
* '''Attack:''' If the item can join combat an attack this slot can contain the animation it uses when attacking.&lt;br /&gt;
* '''Custom 1,2,3:''' If the item has unique scripts animations top play you can use these slots or creat a custom named in the custom tab for clarity. &lt;br /&gt;
* '''Spawn:''' If the item is created by a summon like skill it will use the spawn animation slot&lt;br /&gt;
&lt;br /&gt;
===Character Animation Slots===&lt;br /&gt;
&lt;br /&gt;
Characters have a wide variety of actions they can take. For clarity and brevity's sake I'll be grouping quite some of the slots.&amp;lt;br \&amp;gt; &lt;br /&gt;
You can assume numbered slots are randomly picked between when the action associated with them occurs. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are the animation slots available for characters:&amp;lt;br \&amp;gt;&lt;br /&gt;
*'''attack:''' When the character attacks these animation slots are used. There are seperate variations for ground and cleave attacks.&lt;br /&gt;
*'''knockdown:''' When the chracter get's knocked down the game will try to cycle through these animation slots.&lt;br /&gt;
*'''barf:''' Used for some status states&lt;br /&gt;
*'''die:''' When a character dies the game will pick an appropriate slot from these animation slots depending on the death type.&lt;br /&gt;
*'''deathpose_physical:''' Takes a posebank as input animation and allows there character to start dead in a level.&lt;br /&gt;
*'''hit:''' When a character gets attacked and it connects the game will pick one of these depending on the attack done.&lt;br /&gt;
*'''block,dodge:''' When a character gets attack and it doens't connect the game will pick one of these animations depending on the miss reason.&lt;br /&gt;
*'''idle:''' When a character is left alone it will eventually start idling.&lt;br /&gt;
*'''walk:''' Slow movement animation.&lt;br /&gt;
*'''run:''' Fast movement animation&lt;br /&gt;
*'''sneak:''' Sneak movement animation&lt;br /&gt;
*'''still:''' Default animation state&lt;br /&gt;
*'''wings:''' Movement animation when a character has wings&lt;br /&gt;
*'''cower:''' When a haracter can't join combat and can't escape it will cower.&lt;br /&gt;
*'''sheath/unsheath:''' When a character changes combat state from peacefull to combat and vice versa&lt;br /&gt;
*'''spawn:''' When a character is summon via a skill (or script)&lt;br /&gt;
*'''resurect:''' When a character gets revived&lt;br /&gt;
*'''use:''' Various actions for interacting with items in the environment&lt;br /&gt;
*'''emotion:''' Various animations for use in dialog&lt;br /&gt;
*'''climb:'''Animations needed to allow a character to climb up and down ladders.&lt;br /&gt;
*'''skill_prepare_&amp;lt;x&amp;gt;_start:''' When a character starts preparing a skill&lt;br /&gt;
*'''skill_prepare_&amp;lt;x&amp;gt;_loop:''' When a character has started preparing a skill but the target isn't decided yet&lt;br /&gt;
*'''skill_cast_&amp;lt;x&amp;gt;_cast:''' When a character executes a skill&lt;br /&gt;
*'''skill_attack_&amp;lt;x&amp;gt;_cast:''' same as skill_cast_&amp;lt;x&amp;gt;_cast but for weapon skills&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=5601</id>
		<title>Animation set resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=5601"/>
		<updated>2018-02-07T13:38:26Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Character Animation Slots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Set Resource is recognized by the 3 red running men in the Content Browser. Double click it to open the Animation Set.&lt;br /&gt;
&lt;br /&gt;
==1) Overview==&lt;br /&gt;
An animation set is the collection of simple names a character or item can have. Note that this list is a preset list but does not restrict the character to ONLY that list. In other words the functionality of a character or an item lies in code, and does not depend on this list, the list is merely a selection of simple names you wish to be exposed to.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2) Put it on the tab==&lt;br /&gt;
An animation set has a minumum of 3 tabs it starts with by default, to those 3 you can add one more tab for each weapon animation set, sitting and laying down. These additional sets are copies of the default tab which allows you to fill in different looking animations for each equipped weapon, or for when your character is sitting or laying down. All tabs automatically fall back to the Default tab if a requested animation is not found. &amp;lt;br \&amp;gt;&lt;br /&gt;
To add an animation simply select the animation you would like in the Content Browser and press the &amp;quot;&amp;lt;-&amp;quot; button next to the animation simple name slot.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a overview of all possible tabs when activated:&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Default:''' contains a list of all default animations a character can do. The default tab is also the animation set that is being played when a character is in peace mode.&lt;br /&gt;
* '''Custom:''' contains a blank list that is editable by the user so customised simple names can be added to a character. These animations can then be called upon by scripts.&lt;br /&gt;
* '''Skills:''' contains a fixed list of simple names required for skills without weapon requirements. Skill with weapon requirements are listed in their respective weapon tab.&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Sitting:''' contains a list of animations slots available for sitting.&lt;br /&gt;
* '''Lying:''' contains a list of animations slots available for lying.&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Shield (SH):''' contains a list of animations slots available for when a character is wielding a shield.&lt;br /&gt;
* '''Small Weapons (SML):''' contains a list of animations slots available for when a character is wielding a dagger or other small arms.&lt;br /&gt;
* '''Pole Arms (POLE):''' contains a list of animations slots available for when a character is wielding a spear or other long reach pole weapons.&lt;br /&gt;
* '''Unarmed (UA):''' contains a list of animations slots available for when a character has no weapons and is unarmed in the combat state.&lt;br /&gt;
* '''CrossBow (XB):''' contains a list of animations slots available for when a character is wielding a crossbow.&lt;br /&gt;
* '''Two Handed Sword (2HS):''' contains a list of animations slots available for when a character is wielding a two handed sword.&lt;br /&gt;
* '''Dual Wield Small (DWSML):''' contains a list of animations slots available for when a character is wielding a pair of daggers or other small arms.&lt;br /&gt;
* '''Staves (ST):''' contains a list of animations slots available for when a character is wielding a staff or other similar magical staves.&lt;br /&gt;
* '''One Handed (1H):''' contains a list of animations slots available for when a character is wielding a one handed weapon that isn't a sword, usually bludgeoning arms.&lt;br /&gt;
* '''Two Handed (2H):''' contains a list of animations slots available for when a character is wielding a two handed weapon that isn't a sword, usually bludgeoning arms.&lt;br /&gt;
* '''Bow (BOW):''' contains a list of animations slots available for when a character is wielding a bow.&lt;br /&gt;
* '''Dual Wield (DW):''' contains a list of animations slots available for when a character is wielding a pair of one handed weapons.&lt;br /&gt;
* '''Wand (WD):''' contains a list of animations slots available for when a character is wielding a wand or other magical small arms.&lt;br /&gt;
* '''Dual Wield Wands (DWWD):''' contains a list of animations slots available for when a character is wielding a pair of magical wands.&lt;br /&gt;
* '''Shield &amp;amp; Wand (SHWD):''' contains a list of animations slots available for when a character is wielding a shield and a magical wand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==3) Animation Set type==&lt;br /&gt;
&lt;br /&gt;
The animation set type determines which tabs and  slots are made by default in the animation set. &amp;lt;br \&amp;gt;&lt;br /&gt;
The following presets are available: &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''&amp;lt;none&amp;gt;:''' Resets the naimation set panel to an empty state&lt;br /&gt;
* '''player:''' Creates a default, custom and skill tab with all default animation slots available. Allows you to add extr animaiton tabs.&lt;br /&gt;
* '''character:''' Does the same as the player preset&lt;br /&gt;
* '''animal:''' Creates a simplified animation set for an animal that can't enter combat. Doesn't allow additional tabs to be added and only has a '''Default''' and '''Custom''' tab.&lt;br /&gt;
* '''item:''' Created an animaiton set tailored for items. Doesn't allow additional tabs to be added and only has a '''Default''' and '''Custom''' tab.&lt;br /&gt;
&lt;br /&gt;
==4) Animation slots==&lt;br /&gt;
Every animation set contains a set of animation slots. These have specific functions in game terms and differ between the animation set types.&amp;lt;br \&amp;gt;&lt;br /&gt;
Here we'll explain a character set and an item set it's animation slots and how custom animation slots are used.&lt;br /&gt;
&lt;br /&gt;
===Item Animation Slots===&lt;br /&gt;
&lt;br /&gt;
Items do have animations depending on wether they can be interacted with or destroyed. Some of the slots can only be called via scripts like the custom slots. &amp;lt;br \&amp;gt;&lt;br /&gt;
Here are the animation slots available for an item:&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Idle:''' If the item isn't just static but idly animates between action you can use this slot&lt;br /&gt;
* '''Open/Close:''' If the item can be opened and closed use these slots to define how it animates. &lt;br /&gt;
* '''Destruction:''' If the item can be destroyed this contains it's destroy animation. Most animations have a seperate exploding mesh that use this slot.&lt;br /&gt;
* '''Attack:''' If the item can join combat an attack this slot can contain the animation it uses when attacking.&lt;br /&gt;
* '''Custom 1,2,3:''' If the item has unique scripts animations top play you can use these slots or creat a custom named in the custom tab for clarity. &lt;br /&gt;
* '''Spawn:''' If the item is created by a summon like skill it will use the spawn animation slot&lt;br /&gt;
&lt;br /&gt;
===Character Animation Slots===&lt;br /&gt;
&lt;br /&gt;
Characters have a wide variety of actions they can take. For clarity and brevity's sake I'll be grouping quite some of the slots.&amp;lt;br \&amp;gt; &lt;br /&gt;
You can assume numbered slots are randomly picked between when the action associated with them occurs. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are the animation slots available for characters:&amp;lt;br \&amp;gt;&lt;br /&gt;
*'''attack:''' When the character attacks these animation slots are used. There are seperate variations for ground and cleave attacks.&lt;br /&gt;
*'''knockdown:''' When the chracter get's knocked down the game will try to cycle through these animation slots.&lt;br /&gt;
*'''barf:''' Used for some status states&lt;br /&gt;
*'''die:''' When a character dies the game will pick an appropriate slot from these animation slots depending on the death type.&lt;br /&gt;
*'''deathpose_physical:''' Takes a posebank as input animation and allows there character to start dead in a level.&lt;br /&gt;
*'''hit:''' When a character gets attacked and it connects the game will pick one of these depending on the attack done.&lt;br /&gt;
*'''block,dodge:''' When a character gets attack and it doens't connect the game will pick one of these animations depending on the miss reason.&lt;br /&gt;
*'''idle:''' When a character is left alone it will eventually start idling.&lt;br /&gt;
*'''walk:''' Slow movement animation.&lt;br /&gt;
*'''run:''' Fast movement animation&lt;br /&gt;
*'''sneak:''' Sneak movement animation&lt;br /&gt;
*'''still:''' Default animation state&lt;br /&gt;
*'''wings:''' Movement animation when a character has wings&lt;br /&gt;
*'''cower:''' When a haracter can't join combat and can't escape it will cower.&lt;br /&gt;
*'''sheath/unsheath:''' When a character changes combat state from peacefull to combat and vice versa&lt;br /&gt;
*'''spawn:''' When a character is summon via a skill (or script)&lt;br /&gt;
*'''resurect:''' When a character gets revived&lt;br /&gt;
*'''use:''' Various actions for interacting with items in the environment&lt;br /&gt;
*'''emotion:''' Various animations for use in dialog&lt;br /&gt;
*'''climb:'''Animations needed to allow a character to climb up and down ladders.&lt;br /&gt;
*'''skill_prepare_&amp;lt;x&amp;gt;_start:''' When a character starts preparing a skill&lt;br /&gt;
*'''skill_prepare_&amp;lt;x&amp;gt;_loop:''' When a character has started preparing a skill but the target isn't decided yet&lt;br /&gt;
*'''skill_cast_&amp;lt;x&amp;gt;_cast:''' When a character executes a skill&lt;br /&gt;
*'''skill_attack_&amp;lt;x&amp;gt;_cast:''' same as skill_cast_&amp;lt;x&amp;gt;_cast but for weapon skills&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=5600</id>
		<title>Animation set resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=5600"/>
		<updated>2018-02-07T13:15:58Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Set Resource is recognized by the 3 red running men in the Content Browser. Double click it to open the Animation Set.&lt;br /&gt;
&lt;br /&gt;
==1) Overview==&lt;br /&gt;
An animation set is the collection of simple names a character or item can have. Note that this list is a preset list but does not restrict the character to ONLY that list. In other words the functionality of a character or an item lies in code, and does not depend on this list, the list is merely a selection of simple names you wish to be exposed to.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2) Put it on the tab==&lt;br /&gt;
An animation set has a minumum of 3 tabs it starts with by default, to those 3 you can add one more tab for each weapon animation set, sitting and laying down. These additional sets are copies of the default tab which allows you to fill in different looking animations for each equipped weapon, or for when your character is sitting or laying down. All tabs automatically fall back to the Default tab if a requested animation is not found. &amp;lt;br \&amp;gt;&lt;br /&gt;
To add an animation simply select the animation you would like in the Content Browser and press the &amp;quot;&amp;lt;-&amp;quot; button next to the animation simple name slot.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a overview of all possible tabs when activated:&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Default:''' contains a list of all default animations a character can do. The default tab is also the animation set that is being played when a character is in peace mode.&lt;br /&gt;
* '''Custom:''' contains a blank list that is editable by the user so customised simple names can be added to a character. These animations can then be called upon by scripts.&lt;br /&gt;
* '''Skills:''' contains a fixed list of simple names required for skills without weapon requirements. Skill with weapon requirements are listed in their respective weapon tab.&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Sitting:''' contains a list of animations slots available for sitting.&lt;br /&gt;
* '''Lying:''' contains a list of animations slots available for lying.&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Shield (SH):''' contains a list of animations slots available for when a character is wielding a shield.&lt;br /&gt;
* '''Small Weapons (SML):''' contains a list of animations slots available for when a character is wielding a dagger or other small arms.&lt;br /&gt;
* '''Pole Arms (POLE):''' contains a list of animations slots available for when a character is wielding a spear or other long reach pole weapons.&lt;br /&gt;
* '''Unarmed (UA):''' contains a list of animations slots available for when a character has no weapons and is unarmed in the combat state.&lt;br /&gt;
* '''CrossBow (XB):''' contains a list of animations slots available for when a character is wielding a crossbow.&lt;br /&gt;
* '''Two Handed Sword (2HS):''' contains a list of animations slots available for when a character is wielding a two handed sword.&lt;br /&gt;
* '''Dual Wield Small (DWSML):''' contains a list of animations slots available for when a character is wielding a pair of daggers or other small arms.&lt;br /&gt;
* '''Staves (ST):''' contains a list of animations slots available for when a character is wielding a staff or other similar magical staves.&lt;br /&gt;
* '''One Handed (1H):''' contains a list of animations slots available for when a character is wielding a one handed weapon that isn't a sword, usually bludgeoning arms.&lt;br /&gt;
* '''Two Handed (2H):''' contains a list of animations slots available for when a character is wielding a two handed weapon that isn't a sword, usually bludgeoning arms.&lt;br /&gt;
* '''Bow (BOW):''' contains a list of animations slots available for when a character is wielding a bow.&lt;br /&gt;
* '''Dual Wield (DW):''' contains a list of animations slots available for when a character is wielding a pair of one handed weapons.&lt;br /&gt;
* '''Wand (WD):''' contains a list of animations slots available for when a character is wielding a wand or other magical small arms.&lt;br /&gt;
* '''Dual Wield Wands (DWWD):''' contains a list of animations slots available for when a character is wielding a pair of magical wands.&lt;br /&gt;
* '''Shield &amp;amp; Wand (SHWD):''' contains a list of animations slots available for when a character is wielding a shield and a magical wand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==3) Animation Set type==&lt;br /&gt;
&lt;br /&gt;
The animation set type determines which tabs and  slots are made by default in the animation set. &amp;lt;br \&amp;gt;&lt;br /&gt;
The following presets are available: &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''&amp;lt;none&amp;gt;:''' Resets the naimation set panel to an empty state&lt;br /&gt;
* '''player:''' Creates a default, custom and skill tab with all default animation slots available. Allows you to add extr animaiton tabs.&lt;br /&gt;
* '''character:''' Does the same as the player preset&lt;br /&gt;
* '''animal:''' Creates a simplified animation set for an animal that can't enter combat. Doesn't allow additional tabs to be added and only has a '''Default''' and '''Custom''' tab.&lt;br /&gt;
* '''item:''' Created an animaiton set tailored for items. Doesn't allow additional tabs to be added and only has a '''Default''' and '''Custom''' tab.&lt;br /&gt;
&lt;br /&gt;
==4) Animation slots==&lt;br /&gt;
Every animation set contains a set of animation slots. These have specific functions in game terms and differ between the animation set types.&amp;lt;br \&amp;gt;&lt;br /&gt;
Here we'll explain a character set and an item set it's animation slots and how custom animation slots are used.&lt;br /&gt;
&lt;br /&gt;
===Item Animation Slots===&lt;br /&gt;
&lt;br /&gt;
Items do have animations depending on wether they can be interacted with or destroyed. Some of the slots can only be called via scripts like the custom slots. &amp;lt;br \&amp;gt;&lt;br /&gt;
Here are the animation slots available for an item:&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Idle:''' If the item isn't just static but idly animates between action you can use this slot&lt;br /&gt;
* '''Open/Close:''' If the item can be opened and closed use these slots to define how it animates. &lt;br /&gt;
* '''Destruction:''' If the item can be destroyed this contains it's destroy animation. Most animations have a seperate exploding mesh that use this slot.&lt;br /&gt;
* '''Attack:''' If the item can join combat an attack this slot can contain the animation it uses when attacking.&lt;br /&gt;
* '''Custom 1,2,3:''' If the item has unique scripts animations top play you can use these slots or creat a custom named in the custom tab for clarity. &lt;br /&gt;
* '''Spawn:''' If the item is created by a summon like skill it will use the spawn animation slot&lt;br /&gt;
&lt;br /&gt;
===Character Animation Slots===&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=5599</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=5599"/>
		<updated>2018-02-07T12:47:51Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* The Animation Resource Panel aka Animation Previewer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Animation Resource Panel aka Animation Previewer== &lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the orange running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage. This is illustrated in bullet A) and B) on this page.&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel of any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A) Shortcut to mushrooms.===&lt;br /&gt;
Double click the orange running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===B) I’d say we were taking the long way around...===&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==The Animation Previewer==&lt;br /&gt;
&lt;br /&gt;
Now lets go over the vital components of the Animation Previewer.&lt;br /&gt;
&lt;br /&gt;
===The Preview window===&lt;br /&gt;
In this window your model will show and playback the selected animation. At the top shelve of the window you'll find an assort of buttons that manipulates the playback.&lt;br /&gt;
*&amp;lt;&amp;lt;Rotate&amp;gt;&amp;gt; : Lets you rotate your model. Alternatively your mouse buttons let you do similar navigation. Mouse click plus drag rotates the model, mouse wheel zooms in on it.&lt;br /&gt;
*Show Skeleton: Shows a stickfigure representation of your bone structure.&lt;br /&gt;
*Re-Center: Puts your model back in the center.&lt;br /&gt;
*WireFrame: renders your model in the wireframe of its mesh.&lt;br /&gt;
*Continuous: Playsback your animation continuously and indefinitally, regardless from the fact your animation is looping or not.&lt;br /&gt;
*Reset: Resets your preview window.&lt;br /&gt;
*Visual Picked: Lets your pick a different visual for your model representation, on the condition that the mesh is skinned to the same rig!&lt;br /&gt;
&lt;br /&gt;
===The Animation List===&lt;br /&gt;
This is a list of all the animation you can preview, this list either shows a single animation or multiple animations depending on how you accessed the Animation Previewer. More on this in section A) and B) above.&lt;br /&gt;
&lt;br /&gt;
===The Animation Properties===&lt;br /&gt;
These are the same properties as listed in the Sidebar information when you select the animation resource in the Resource Browser. A quick run through:&lt;br /&gt;
*'''Filename:'''&lt;br /&gt;
*'''GUID:''' It's unique identifier in the engine. Each time you add a resource a new GUID is assigned to the resource, and it is never the same.&lt;br /&gt;
*'''Name:''' The name you gave it when you imported your resource. This can be modified at any time.&lt;br /&gt;
*'''Type ID:''' the type you selected when you imported your resource.&lt;br /&gt;
&lt;br /&gt;
*'''Active:'''&lt;br /&gt;
*'''Animation Name:'''&lt;br /&gt;
*'''Custom 1:'''&lt;br /&gt;
*'''Custom 2:'''&lt;br /&gt;
*'''Display Name:'''&lt;br /&gt;
*Duration:''' the total length of your animation in seconds.&lt;br /&gt;
*'''Initial Offset:'''&lt;br /&gt;
*'''Looping:''' whether or not the engine needs to loop your animation.&lt;br /&gt;
*'''Package Name:''' the package you selected when you imported your resource&lt;br /&gt;
*'''Pose Bank:''' whether your animation data is an actual animation or a collection of poses. Poses banks are currently used to put corpses in various predefined poses. An animation flagged as pose bank never animates!&lt;br /&gt;
*'''Preview Visual Resource ID:''' predefine which visual should be use to preview this animation.&lt;br /&gt;
*'''Source File:''' the file and path you've selected when you imported your resource. TIP: you can change the source file if you want to update/replace your animation to a different source so you may keep the GUID set to the original resource. This is important if your GUID is already used at places and want to maintain this link.&lt;br /&gt;
*'''Source File Short Name:'''&lt;br /&gt;
*'''Text Keys:'''&lt;br /&gt;
&lt;br /&gt;
===Animation Time line===&lt;br /&gt;
This is the track that displays the length of the animation. The most important function of this element is to place text keys timed on your animation. To add a textkey simply right click on the track and pick a textkey from one of the presets. You can always start with the closest preset of what you need and customize it, by no means is this list a complete list of the possibilities, but merely a selection of what we perceive as most frequently used. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;blendout&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;cast&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;combat_comment&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;dissolve&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;hit&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;hit_off&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;hold&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;loot&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;move_start&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;move_stop&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;prepare&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;pull&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;relax&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;shoot&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;switch&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;switch_off&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;vampirism&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#52a860&amp;quot;&amp;gt;attach&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;effect&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;footstep_left&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;footstep_right&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;sound&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#5291a8&amp;quot;&amp;gt;swoosh&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;ragdoll&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;cast_shadows&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;receive_decals&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Text keys and their functions===&lt;br /&gt;
&lt;br /&gt;
There are different types of textkeys and each of them have their own function. Their properties will also change depending on which type you select. The color coded you see for each is how you will see them in the engine as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;Default text driven keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
These are the most basic of all text keys. Their function lies in sending a text based cue to code, and that text line is defined in it's name. Only text keys send their name as text cue to code! &amp;lt;br \&amp;gt;&lt;br /&gt;
How the common text driven keys are used:&lt;br /&gt;
*'''cast:''' Works together with skill data to indicate when the impact effects should be played. Can also help delay cast effects to later in the animation.&lt;br /&gt;
*'''move_start:''' Works together with skill data to indicate when a rush skill should start to move a character.&lt;br /&gt;
*'''move_stop:''' Works together with skill data to indicate when a rush skill should stop moving a character.&lt;br /&gt;
*'''hold, pull, relax and shoot:''' Works together with the animation of a bow weapon to indicate how and when certain parts of it's weapon animation should play during a character it's skill and attack animaitons with a bow.&lt;br /&gt;
*'''switch:''' Indicates when a weapon is pulled out or stowed away during the draw and stow animations.&lt;br /&gt;
*'''teleport:''' Works together with skill data to indicate when a character should teleport to another place during a teleport skill&lt;br /&gt;
*'''vampirism:''' Works together with skill data to indicate when a source suck skill animation gets the source point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;Sound keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signals the playback of a sound event. Which sound event is defined in the Sound Resource ID property.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;Effects keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Plays an effect on top of your animation. You define:&lt;br /&gt;
*the bone where it needs to play on&lt;br /&gt;
*which effect resource needs to be played, &lt;br /&gt;
*whether it needs to follow the bone all the time (Hard Attach=True) or just spawn at the bone's current location and remain there (Hard Attach=False).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;Footstep keys keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signal when a creatures makes a footstep by sending it's properties to code. These are then checked with the Footstep Collection data in the creature's root template.&lt;br /&gt;
*'''Foot ID:''' This ID is matched with the '''Footstep Property List''' in a character root template that defines which foot bone and foot step effects it is matched to.&lt;br /&gt;
*'''Play Hearing Effect: '''Allow code to let this footstep play a matching '''Hearing Effect''' defined by a root template it's '''Footstep Property List'''.&lt;br /&gt;
*'''Play Slide Effect:''' Allow code to let this footstep play a matching '''Smear Effect''' defined by a root template it's '''Footstep Property List'''.&lt;br /&gt;
*'''Play Sound:''' Allow code to let this footstep play a matching sound defined by a root template it's '''Footstep Weight''' and '''Sound Init Event Name'''.&lt;br /&gt;
*'''Play Step Effect:''' Allow code to let this footstep play a matching '''Footstep''' defined by a root template it's '''Footstep Property List'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#52a860&amp;quot;&amp;gt;Attach keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Attaches a bones within the hierarchy of your current rig (on which the selected animation is played upon) to any other bone of that same hierarchy. When the rig itself is parented to another rig the parent rig will account as part of the hierarchy as well! This is useful when you would want to attach a bow string to follow the hand of the archer. The following parameters needs to be set in order have this working:&lt;br /&gt;
*Attach Bone: the target bone&lt;br /&gt;
*Bone: the bone subject for attachment&lt;br /&gt;
*Detach Bones: Sets attach (False) or Detach (True) in order set or break an attachment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#52a890&amp;quot;&amp;gt;HandSound keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signals the playback of a sound event tied to a specific weapon slot: Mainhand or Offhand. Which sound event is defined in the Sound Resource ID property.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#5291a8&amp;quot;&amp;gt;WeaponEffect keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Triggers an effect on your weapon when performing a particular animation, for example a swoosh (motiontrail) effect when slashing your sword.&lt;br /&gt;
*Effect Type: Slash (Used by all weapons except bow and staff), ElementalAttack (Used by Staves i.e. a staff weapon), Motion (...)&lt;br /&gt;
*Weapon: Mainhand/Offhand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#5261a8&amp;quot;&amp;gt;Genome keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
No active function yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;Attack keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Flags where in the animation an attack is being made. At this point damage will be applied to the target. Additionally you define a direction from where the attack comes. This is done from the perspective of the attacker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;Ragdoll keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Allows you to transition your animation into the ragdoll physics system. This is mainly used for when a creature dies. The settings by which this done is set within the properties.&lt;br /&gt;
*Angular velocity Modifier:&lt;br /&gt;
*Duration Hard Limit:&lt;br /&gt;
*Duration Soft Limit:&lt;br /&gt;
*Hit Impulse Threshold:&lt;br /&gt;
*Leash Softness:&lt;br /&gt;
*Linear velocity Modifier:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;VisualCullFlag keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Sets a True/False state to 4 types of visual culling to an object during that animation. Those types are: Cast Shadow, Receive Decal, Reflecting, Shadow Proxy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=5598</id>
		<title>Animation set resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=5598"/>
		<updated>2018-02-07T12:41:51Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Set Resource is recognized by the 3 red running men in the Content Browser. Double click it to open the Animation Set.&lt;br /&gt;
&lt;br /&gt;
==1) Overview==&lt;br /&gt;
An animation set is the collection of simple names a character or item can have. Note that this list is a preset list but does not restrict the character to ONLY that list. In other words the functionality of a character or an item lies in code, and does not depend on this list, the list is merely a selection of simple names you wish to be exposed to.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2) Put it on the tab==&lt;br /&gt;
An animation set has a minumum of 3 tabs it starts with by default, to those 3 you can add one more tab for each weapon animation set, sitting and laying down. These additional sets are copies of the default tab which allows you to fill in different looking animations for each equipped weapon, or for when your character is sitting or laying down. All tabs automatically fall back to the Default tab if a requested animation is not found. &amp;lt;br \&amp;gt;&lt;br /&gt;
To add an animation simply select the animation you would like in the Content Browser and press the &amp;quot;&amp;lt;-&amp;quot; button next to the animation simple name slot.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a overview of all possible tabs when activated:&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Default:''' contains a list of all default animations a character can do. The default tab is also the animation set that is being played when a character is in peace mode.&lt;br /&gt;
* '''Custom:''' contains a blank list that is editable by the user so customised simple names can be added to a character. These animations can then be called upon by scripts.&lt;br /&gt;
* '''Skills:''' contains a fixed list of simple names required for skills without weapon requirements. Skill with weapon requirements are listed in their respective weapon tab.&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Sitting:''' contains a list of animations slots available for sitting.&lt;br /&gt;
* '''Lying:''' contains a list of animations slots available for lying.&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
* '''Shield (SH):''' contains a list of animations slots available for when a character is wielding a shield.&lt;br /&gt;
* '''Small Weapons (SML):''' contains a list of animations slots available for when a character is wielding a dagger or other small arms.&lt;br /&gt;
* '''Pole Arms (POLE):''' contains a list of animations slots available for when a character is wielding a spear or other long reach pole weapons.&lt;br /&gt;
* '''Unarmed (UA):''' contains a list of animations slots available for when a character has no weapons and is unarmed in the combat state.&lt;br /&gt;
* '''CrossBow (XB):''' contains a list of animations slots available for when a character is wielding a crossbow.&lt;br /&gt;
* '''Two Handed Sword (2HS):''' contains a list of animations slots available for when a character is wielding a two handed sword.&lt;br /&gt;
* '''Dual Wield Small (DWSML):''' contains a list of animations slots available for when a character is wielding a pair of daggers or other small arms.&lt;br /&gt;
* '''Staves (ST):''' contains a list of animations slots available for when a character is wielding a staff or other similar magical staves.&lt;br /&gt;
* '''One Handed (1H):''' contains a list of animations slots available for when a character is wielding a one handed weapon that isn't a sword, usually bludgeoning arms.&lt;br /&gt;
* '''Two Handed (2H):''' contains a list of animations slots available for when a character is wielding a two handed weapon that isn't a sword, usually bludgeoning arms.&lt;br /&gt;
* '''Bow (BOW):''' contains a list of animations slots available for when a character is wielding a bow.&lt;br /&gt;
* '''Dual Wield (DW):''' contains a list of animations slots available for when a character is wielding a pair of one handed weapons.&lt;br /&gt;
* '''Wand (WD):''' contains a list of animations slots available for when a character is wielding a wand or other magical small arms.&lt;br /&gt;
* '''Dual Wield Wands (DWWD):''' contains a list of animations slots available for when a character is wielding a pair of magical wands.&lt;br /&gt;
* '''Shield &amp;amp; Wand (SHWD):''' contains a list of animations slots available for when a character is wielding a shield and a magical wand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==3) Animation Set type==&lt;br /&gt;
&lt;br /&gt;
The animation set type determines which tabs and  slots are made by default in the animation set. &amp;lt;br \&amp;gt;&lt;br /&gt;
The following presets are available: &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''&amp;lt;none&amp;gt;:''' Resets the naimation set panel to an empty state&lt;br /&gt;
* '''player:''' Creates a default, custom and skill tab with all default animation slots available. Allows you to add extr animaiton tabs.&lt;br /&gt;
* '''character:''' Does the same as the player preset&lt;br /&gt;
* '''animal:''' Creates a simplified animation set for an animal that can't enter combat. Doesn't allow additional tabs to be added and only has a '''Default''' and '''Custom''' tab.&lt;br /&gt;
* '''item:''' Created an animaiton set tailored for items. Doesn't allow additional tabs to be added and only has a '''Default''' and '''Custom''' tab.&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first...&amp;diff=5597</id>
		<title>My first...</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first...&amp;diff=5597"/>
		<updated>2018-02-07T11:04:39Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Full elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mods ==&lt;br /&gt;
&lt;br /&gt;
[[File:Adventure_Icon.png|48px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Adventure| Adventure]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Add-on_Icon.png|48px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Add-on| Add-on]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Base elements ==&lt;br /&gt;
Everything in the divinity engine needs one or more base elements. See these elements as building blocks for the final object.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are generally two big building blocks: resources and root templates.&amp;lt;br /&amp;gt;&lt;br /&gt;
Resources are base elements that represent a specific type of data, such as a texture, or a model.&amp;lt;br /&amp;gt;&lt;br /&gt;
Root templates are built up of resources. They represent a base template of a certain object you can place, such as a character or a chair.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take for example a chair. A chair needs:&lt;br /&gt;
* A visual model resource&lt;br /&gt;
* Texture resource&lt;br /&gt;
* A physics model resource&lt;br /&gt;
* A root template grouping all the resources into the specific chair you want.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|More info on how resources work can be found here: [[Resources explanation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|More info on how templates work can be found here: [[Templates explanation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:CreateResource_C.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Resource | Resource]] (Coming Soon)&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:CreateRootTemplate_C.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Root template | Root template]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Full elements ==&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Item | Item]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Character | Character]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Animation | Animation]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Part 1: creating a terrain object|Terrain]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Part 1: creating a new skill|Skill]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Recipe|Recipe]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Character creation class | Character creation class]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Character creation origin | Character creation origin]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Character creation race | Character creation race]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Custom portrait | Custom portrait]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Teleporter | Teleporter]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[My first: Behaviour Script | (Behaviour) Script]]&amp;lt;/b&amp;gt; (charScript, itemScript, gameScript)&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=5596</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=5596"/>
		<updated>2018-02-07T11:04:15Z</updated>

		<summary type="html">&lt;p&gt;JoykaDeReyst: /* Text keys and their functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Animation Resource Panel aka Animation Previewer== &lt;br /&gt;
(Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the orange running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage. This is illustrated in bullet A) and B) on this page.&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel of any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A) Shortcut to mushrooms.===&lt;br /&gt;
Double click the orange running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===B) I’d say we were taking the long way around...===&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
==The Animation Previewer==&lt;br /&gt;
&lt;br /&gt;
Now lets go over the vital components of the Animation Previewer.&lt;br /&gt;
&lt;br /&gt;
===The Preview window===&lt;br /&gt;
In this window your model will show and playback the selected animation. At the top shelve of the window you'll find an assort of buttons that manipulates the playback.&lt;br /&gt;
*&amp;lt;&amp;lt;Rotate&amp;gt;&amp;gt; : Lets you rotate your model. Alternatively your mouse buttons let you do similar navigation. Mouse click plus drag rotates the model, mouse wheel zooms in on it.&lt;br /&gt;
*Show Skeleton: Shows a stickfigure representation of your bone structure.&lt;br /&gt;
*Re-Center: Puts your model back in the center.&lt;br /&gt;
*WireFrame: renders your model in the wireframe of its mesh.&lt;br /&gt;
*Continuous: Playsback your animation continuously and indefinitally, regardless from the fact your animation is looping or not.&lt;br /&gt;
*Reset: Resets your preview window.&lt;br /&gt;
*Visual Picked: Lets your pick a different visual for your model representation, on the condition that the mesh is skinned to the same rig!&lt;br /&gt;
&lt;br /&gt;
===The Animation List===&lt;br /&gt;
This is a list of all the animation you can preview, this list either shows a single animation or multiple animations depending on how you accessed the Animation Previewer. More on this in section A) and B) above.&lt;br /&gt;
&lt;br /&gt;
===The Animation Properties===&lt;br /&gt;
These are the same properties as listed in the Sidebar information when you select the animation resource in the Resource Browser. A quick run through:&lt;br /&gt;
*'''Filename:'''&lt;br /&gt;
*'''GUID:''' It's unique identifier in the engine. Each time you add a resource a new GUID is assigned to the resource, and it is never the same.&lt;br /&gt;
*'''Name:''' The name you gave it when you imported your resource. This can be modified at any time.&lt;br /&gt;
*'''Type ID:''' the type you selected when you imported your resource.&lt;br /&gt;
&lt;br /&gt;
*'''Active:'''&lt;br /&gt;
*'''Animation Name:'''&lt;br /&gt;
*'''Custom 1:'''&lt;br /&gt;
*'''Custom 2:'''&lt;br /&gt;
*'''Display Name:'''&lt;br /&gt;
*Duration:''' the total length of your animation in seconds.&lt;br /&gt;
*'''Initial Offset:'''&lt;br /&gt;
*'''Looping:''' whether or not the engine needs to loop your animation.&lt;br /&gt;
*'''Package Name:''' the package you selected when you imported your resource&lt;br /&gt;
*'''Pose Bank:''' whether your animation data is an actual animation or a collection of poses. Poses banks are currently used to put corpses in various predefined poses. An animation flagged as pose bank never animates!&lt;br /&gt;
*'''Preview Visual Resource ID:''' predefine which visual should be use to preview this animation.&lt;br /&gt;
*'''Source File:''' the file and path you've selected when you imported your resource. TIP: you can change the source file if you want to update/replace your animation to a different source so you may keep the GUID set to the original resource. This is important if your GUID is already used at places and want to maintain this link.&lt;br /&gt;
*'''Source File Short Name:'''&lt;br /&gt;
*'''Text Keys:'''&lt;br /&gt;
&lt;br /&gt;
===Animation Time line===&lt;br /&gt;
This is the track that displays the length of the animation. The most important function of this element is to place text keys timed on your animation. To add a textkey simply right click on the track and pick a textkey from one of the presets. You can always start with the closest preset of what you need and customize it, by no means is this list a complete list of the possibilities, but merely a selection of what we perceive as most frequently used. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;blendout&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;cast&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;combat_comment&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;dissolve&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;hit&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;hit_off&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;hold&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;loot&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;move_start&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;move_stop&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;prepare&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;pull&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;relax&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;shoot&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;switch&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;switch_off&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;vampirism&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#52a860&amp;quot;&amp;gt;attach&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;effect&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;footstep_left&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;footstep_right&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;sound&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#5291a8&amp;quot;&amp;gt;swoosh&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;ragdoll&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;cast_shadows&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;receive_decals&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Text keys and their functions===&lt;br /&gt;
&lt;br /&gt;
There are different types of textkeys and each of them have their own function. Their properties will also change depending on which type you select. The color coded you see for each is how you will see them in the engine as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;Default text driven keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
These are the most basic of all text keys. Their function lies in sending a text based cue to code, and that text line is defined in it's name. Only text keys send their name as text cue to code! &amp;lt;br \&amp;gt;&lt;br /&gt;
How the common text driven keys are used:&lt;br /&gt;
*'''cast:''' Works together with skill data to indicate when the impact effects should be played. Can also help delay cast effects to later in the animation.&lt;br /&gt;
*'''move_start:''' Works together with skill data to indicate when a rush skill should start to move a character.&lt;br /&gt;
*'''move_stop:''' Works together with skill data to indicate when a rush skill should stop moving a character.&lt;br /&gt;
*'''hold, pull, relax and shoot:''' Works together with the animation of a bow weapon to indicate how and when certain parts of it's weapon animation should play during a character it's skill and attack animaitons with a bow.&lt;br /&gt;
*'''switch:''' Indicates when a weapon is pulled out or stowed away during the draw and stow animations.&lt;br /&gt;
*'''teleport:''' Works together with skill data to indicate when a character should teleport to another place during a teleport skill&lt;br /&gt;
*'''vampirism:''' Works together with skill data to indicate when a source suck skill animation gets the source point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;Sound keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signals the playback of a sound event. Which sound event is defined in the Sound Resource ID property.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;Effects keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Plays an effect on top of your animation. You define:&lt;br /&gt;
*the bone where it needs to play on&lt;br /&gt;
*which effect resource needs to be played, &lt;br /&gt;
*whether it needs to follow the bone all the time (Hard Attach=True) or just spawn at the bone's current location and remain there (Hard Attach=False).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;Footstep keys keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signal when a creatures makes a footstep by sending it's properties to code. These are then checked with the Footstep Collection data in the creature's root template.&lt;br /&gt;
*'''Foot ID:''' This ID is matched with the '''Footstep Property List''' in a character root template that defines which foot bone and foot step effects it is matched to.&lt;br /&gt;
*'''Play Hearing Effect: '''Allow code to let this footstep play a matching '''Hearing Effect''' defined by a root template it's '''Footstep Property List'''.&lt;br /&gt;
*'''Play Slide Effect:''' Allow code to let this footstep play a matching '''Smear Effect''' defined by a root template it's '''Footstep Property List'''.&lt;br /&gt;
*'''Play Sound:''' Allow code to let this footstep play a matching sound defined by a root template it's '''Footstep Weight''' and '''Sound Init Event Name'''.&lt;br /&gt;
*'''Play Step Effect:''' Allow code to let this footstep play a matching '''Footstep''' defined by a root template it's '''Footstep Property List'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#52a860&amp;quot;&amp;gt;Attach keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Attaches a bones within the hierarchy of your current rig (on which the selected animation is played upon) to any other bone of that same hierarchy. When the rig itself is parented to another rig the parent rig will account as part of the hierarchy as well! This is useful when you would want to attach a bow string to follow the hand of the archer. The following parameters needs to be set in order have this working:&lt;br /&gt;
*Attach Bone: the target bone&lt;br /&gt;
*Bone: the bone subject for attachment&lt;br /&gt;
*Detach Bones: Sets attach (False) or Detach (True) in order set or break an attachment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#52a890&amp;quot;&amp;gt;HandSound keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signals the playback of a sound event tied to a specific weapon slot: Mainhand or Offhand. Which sound event is defined in the Sound Resource ID property.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#5291a8&amp;quot;&amp;gt;WeaponEffect keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Triggers an effect on your weapon when performing a particular animation, for example a swoosh (motiontrail) effect when slashing your sword.&lt;br /&gt;
*Effect Type: Slash (Used by all weapons except bow and staff), ElementalAttack (Used by Staves i.e. a staff weapon), Motion (...)&lt;br /&gt;
*Weapon: Mainhand/Offhand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#5261a8&amp;quot;&amp;gt;Genome keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
No active function yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;Attack keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Flags where in the animation an attack is being made. At this point damage will be applied to the target. Additionally you define a direction from where the attack comes. This is done from the perspective of the attacker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;Ragdoll keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Allows you to transition your animation into the ragdoll physics system. This is mainly used for when a creature dies. The settings by which this done is set within the properties.&lt;br /&gt;
*Angular velocity Modifier:&lt;br /&gt;
*Duration Hard Limit:&lt;br /&gt;
*Duration Soft Limit:&lt;br /&gt;
*Hit Impulse Threshold:&lt;br /&gt;
*Leash Softness:&lt;br /&gt;
*Linear velocity Modifier:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;VisualCullFlag keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Sets a True/False state to 4 types of visual culling to an object during that animation. Those types are: Cast Shadow, Receive Decal, Reflecting, Shadow Proxy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>JoykaDeReyst</name></author>
	</entry>
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