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	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3306</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3306"/>
		<updated>2017-09-27T15:53:41Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These assets exist out of 3D mesh(es), physics mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies or actual bones in 3DS Max to animate visuals. Make sure however that these bones are linked to a dummy which should be named either '''Dummy_Root''' or '''Dummy_&amp;lt;LayerName&amp;gt;'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type '''Rigid = true'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones in the skinning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Any mesh that needs no animation (example: a door trim) does not need to be linked to a bone or be skinned. It does require it to be linked to the '''Dummy_Root'''.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Most of these objects are simple animations and only require one bone. In this case you could '''link''' your mesh to a '''Dummy_bone'''. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If you want to use multiple bones start by selecting the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. We do this by using a proxy so the physics mesh can be animated.&amp;lt;br /&amp;gt; &lt;br /&gt;
First use the 3DS Max link tool to link your physics mesh to your 3D Mesh. Once you have done this right click on your animated mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
An example of a properly setup file:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Door_Setup.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the '''Dummy_Root''' at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_Anim'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animation_Manager.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Make sure everything is linked to the '''Dummy_Root'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_Anim'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Folder_Setup.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Folder_Setup.png&amp;diff=3305</id>
		<title>File:Folder Setup.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Folder_Setup.png&amp;diff=3305"/>
		<updated>2017-09-27T15:51:38Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3304</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3304"/>
		<updated>2017-09-27T15:51:30Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These assets exist out of 3D mesh(es), physics mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies or actual bones in 3DS Max to animate visuals. Make sure however that these bones are linked to a dummy which should be named either '''Dummy_Root''' or '''Dummy_&amp;lt;LayerName&amp;gt;'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type '''Rigid = true'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones in the skinning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Any mesh that needs no animation (example: a door trim) does not need to be linked to a bone or be skinned. It does require it to be linked to the '''Dummy_Root'''.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Most of these objects are simple animations and only require one bone. In this case you could '''link''' your mesh to a '''Dummy_bone'''. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If you want to use multiple bones start by selecting the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. We do this by using a proxy so the physics mesh can be animated.&amp;lt;br /&amp;gt; &lt;br /&gt;
First use the 3DS Max link tool to link your physics mesh to your 3D Mesh. Once you have done this right click on your animated mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
An example of a properly setup file:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Door_Setup.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the '''Dummy_Root''' at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_Anim'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animation_Manager.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Make sure everything is linked to the '''Dummy_Root'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_Anim'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Folder_Setup.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3303</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3303"/>
		<updated>2017-09-27T15:34:27Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These assets exist out of 3D mesh(es), physics mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies or actual bones in 3DS Max to animate visuals. Make sure however that these bones are linked to a dummy which should be named either '''Dummy_Root''' or '''Dummy_&amp;lt;LayerName&amp;gt;'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type '''Rigid = true'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones in the skinning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Any mesh that needs no animation (example: a door trim) does not need to be linked to a bone or be skinned. It does require it to be linked to the '''Dummy_Root'''.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Most of these objects are simple animations and only require one bone. In this case you could '''link''' your mesh to a '''Dummy_bone'''. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If you want to use multiple bones start by selecting the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. We do this by using a proxy so the physics mesh can be animated.&amp;lt;br /&amp;gt; &lt;br /&gt;
First use the 3DS Max link tool to link your physics mesh to your 3D Mesh. Once you have done this right click on your animated mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
An example of a properly setup file:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Door_Setup.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the '''Dummy_Root''' at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_Anim'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animation_Manager.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Make sure everything is linked to the '''Dummy_Root'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_Anim'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Animation_Manager.png&amp;diff=3302</id>
		<title>File:Animation Manager.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Animation_Manager.png&amp;diff=3302"/>
		<updated>2017-09-27T15:30:59Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3301</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3301"/>
		<updated>2017-09-27T15:30:46Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These assets exist out of 3D mesh(es), physics mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies or actual bones in 3DS Max to animate visuals. Make sure however that these bones are linked to a dummy which should be named either '''Dummy_Root''' or '''Dummy_&amp;lt;LayerName&amp;gt;'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type '''Rigid = true'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones in the skinning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Any mesh that needs no animation (example: a door trim) does not need to be linked to a bone or be skinned. It does require it to be linked to the '''Dummy_Root'''.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Most of these objects are simple animations and only require one bone. In this case you could '''link''' your mesh to a '''Dummy_bone'''. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If you want to use multiple bones start by selecting the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. We do this by using a proxy so the physics mesh can be animated.&amp;lt;br /&amp;gt; &lt;br /&gt;
First use the 3DS Max link tool to link your physics mesh to your 3D Mesh. Once you have done this right click on your animated mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
An example of a properly setup file:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Door_Setup.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the '''Dummy_Root''' at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_Anim'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animation_Manager.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_Anim'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3300</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3300"/>
		<updated>2017-09-27T15:16:07Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These assets exist out of 3D mesh(es), physics mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies or actual bones in 3DS Max to animate visuals. Make sure however that these bones are linked to a dummy which should be named either '''Dummy_Root''' or '''Dummy_&amp;lt;LayerName&amp;gt;'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type '''Rigid = true'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones in the skinning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Any mesh that needs no animation (example: a door trim) does not need to be linked to a bone or be skinned. It does require it to be linked to the '''Dummy_Root'''.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Most of these objects are simple animations and only require one bone. In this case you could '''link''' your mesh to a '''Dummy_bone'''. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If you want to use multiple bones start by selecting the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. We do this by using a proxy so the physics mesh can be animated.&amp;lt;br /&amp;gt; &lt;br /&gt;
First use the 3DS Max link tool to link your physics mesh to your 3D Mesh. Once you have done this right click on your animated mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
An example of a properly setup file:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Door_Setup.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the '''Dummy_Root''' at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_&amp;lt;01&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3299</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3299"/>
		<updated>2017-09-27T15:14:07Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These assets exist out of 3D mesh(es), physics mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies or actual bones in 3DS Max to animate visuals. Make sure however that these bones are linked to a dummy which should be named either '''Dummy_Root''' or '''Dummy_&amp;lt;LayerName&amp;gt;'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type '''Rigid = true'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones in the skinning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Any mesh that needs no animation (example: a door trim) does not need to be linked to a bone or be skinned. It does require it to be linked to the '''Dummy_Root'''.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Most of these objects are simple animations and only require one bone. In this case you could '''link''' your mesh to a '''Dummy_bone'''. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If you want to use multiple bones start by selecting the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. We do this by using a proxy so the physics mesh can be animated.&amp;lt;br /&amp;gt; &lt;br /&gt;
First use the 3DS Max link tool to link your physics mesh to your 3D Mesh. Once you have done this right click on your animated mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Door_Setup.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the '''Dummy_Root''' at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_&amp;lt;01&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Door_Setup.png&amp;diff=3298</id>
		<title>File:Door Setup.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Door_Setup.png&amp;diff=3298"/>
		<updated>2017-09-27T15:12:08Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3297</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3297"/>
		<updated>2017-09-27T15:12:00Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These assets exist out of 3D mesh(es), physics mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies or actual bones in 3DS Max to animate visuals. Make sure however that these bones are linked to a dummy which should be named either '''Dummy_Root''' or '''Dummy_&amp;lt;LayerName&amp;gt;'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type '''Rigid = true'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones in the skinning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Most of these objects are simple animations and only require one bone. In this case you could '''link''' your mesh to a '''Dummy_bone'''. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If you want to use multiple bones start by selecting the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. We do this by using a proxy so the physics mesh can be animated.&amp;lt;br /&amp;gt; &lt;br /&gt;
First use the 3DS Max link tool to link your physics mesh to your 3D Mesh. Once you have done this right click on your animated mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Door_Setup.png|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the '''Dummy_Root''' at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_&amp;lt;01&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3296</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3296"/>
		<updated>2017-09-27T15:10:18Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These assets exist out of 3D mesh(es), physics mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies or actual bones in 3DS Max to animate visuals. Make sure however that these bones are linked to a dummy which should be named either '''Dummy_Root''' or '''Dummy_&amp;lt;LayerName&amp;gt;'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type '''Rigid = true'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones in the skinning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Most of these objects are simple animations and only require one bone. In this case you could '''link''' your mesh to a '''Dummy_bone'''. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If you want to use multiple bones start by selecting the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. We do this by using a proxy so the physics mesh can be animated.&amp;lt;br /&amp;gt; &lt;br /&gt;
First use the 3DS Max link tool to link your physics mesh to your 3D Mesh. Once you have done this right click on your animated mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Door_Setup.jpeg|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the '''Dummy_Root''' at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_&amp;lt;01&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3295</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3295"/>
		<updated>2017-09-27T14:34:48Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These assets exist out of 3D mesh(es), physics mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named '''Dummy_Root'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type '''Rigid = true'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones (in the skinning).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_&amp;lt;01&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3294</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3294"/>
		<updated>2017-09-27T14:33:31Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These assets exist out of 3D mesh(es), physics mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type '''Rigid = true'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones (in the skinning).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_&amp;lt;01&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3293</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3293"/>
		<updated>2017-09-27T14:23:52Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These usually exist out of 3D mesh, physics mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type '''Rigid = true'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones (in the skinning).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_&amp;lt;01&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_socket_items&amp;diff=3292</id>
		<title>Interactable socket items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_socket_items&amp;diff=3292"/>
		<updated>2017-09-27T14:23:08Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: Created page with &amp;quot;Interactable socket items are usually used for chairs, beds and any other object that change the position of a character. These usually exist out of 3D mesh, physics mesh and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable socket items are usually used for chairs, beds and any other object that change the position of a character. These usually exist out of 3D mesh, physics mesh and a position locator.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;layername_(any addition that seems fit)&amp;gt;'''&lt;br /&gt;
* Your physics mesh, which is named '''&amp;lt;LayerName&amp;gt;_phys''' or if you are using multiple physic meshes '''&amp;lt;LayerName_phys_01, _02, _03&amp;gt;''' etc.&lt;br /&gt;
* A position dummy which is named '''Dummy_Pos''' or '''Dummy_Pos_001, 002, 003 etc.''' if you need multiple positions&lt;br /&gt;
* A root dummy (if needed) which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
All interactable socket items should have a physics mesh, depending on what you can do with mesh depends on what type of physics you will need to use.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When you creating a m'''ove-able''' asset you must use '''kinematic''' physics, this type of physics needs to be convex preferably a box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When you creating a '''static''' asset you must use '''static''' physics, this type of physics should to be convex but can be be concave.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All of these physics meshes can be either convex or concave, what does this mean?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Convex''', any mesh that has no inward angles. This could be but is not excluded to: a box, a cylinder, a sphere or editable poly with no inward angles.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Concave''', any mesh that has inward angles. This could be but is not excluded to: a torus, a tube or editable poly with inward angles.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. When using multiple meshes in a single visual make sure they are linked to a '''dummy'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics. Unless you want to add animations and/or cloth.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3291</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3291"/>
		<updated>2017-09-27T14:20:01Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These usually exist out of 3D mesh, a physic mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type '''Rigid = true'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones (in the skinning).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_&amp;lt;01&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Lootable_items&amp;diff=3290</id>
		<title>Lootable items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Lootable_items&amp;diff=3290"/>
		<updated>2017-09-27T13:07:11Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: Created page with &amp;quot;Creating a lootable asset is relatively easy compared to the other assets we have. The asset usually exist out of 3D mesh and a single physics mesh.&amp;lt;br /&amp;gt; This guide will expl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating a lootable asset is relatively easy compared to the other assets we have. The asset usually exist out of 3D mesh and a single physics mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh, which is named '''&amp;lt;LayerName&amp;gt;'''&lt;br /&gt;
* Your physics mesh, which is named '''&amp;lt;LayerName&amp;gt;_phys'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Lootable items always ''need'' a physics mesh, this mesh ''needs'' to be '''convex''' and '''kinematic'''. You can create this physics mesh from any convex mesh, however it should not be to complicated and thus a box is usually advised. &lt;br /&gt;
Start by selecting your mesh, go to the '''Utilities''' tab, scroll down until you find '''LarianPhysics''' and press '''MakeRigidBody'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now pick '''Kinematic''' from the drop down menu.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Scenery&amp;diff=3289</id>
		<title>Scenery</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Scenery&amp;diff=3289"/>
		<updated>2017-09-27T12:43:15Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scenery is the most simple visuals we use. These usually exist out of 3D mesh and one or more physics meshes. Sometimes animation and cloth is added depending on the typ of visual you want to create.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;layername_(any addition that seems fit)&amp;gt;'''&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys''' or if you are using multiple physic meshes '''&amp;lt;LayerName_phys_01, _02, _03&amp;gt;''' etc.	&lt;br /&gt;
* A root dummy (if needed) which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Whenever one of your visuals needs to be walked on, block sight, block movement or needs to interacted with you will need to create a physics mesh.&amp;lt;br /&amp;gt; &lt;br /&gt;
Any mesh can be used to make physics by selecting your mesh, going to the '''Utilities''' tab, scroll down until you find '''LarianPhysics''' and press '''MakeRigidBody'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can pick from several types of physics:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Kinematic''', When you are creating physics for any player moveable objects, you will have to create a kinematic physics mesh. This mesh must be convex and singular or performance loss could happen.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Dynamic''', Currently unused in our 3DS max pipeline.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Static''', Used for both animated and static physics. Even though concave meshes are allowed here, try to avoid these if you can. Instead you could use multiple physics meshes for one visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All of these physics meshes can be either convex or concave, what does this mean?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Convex''', any mesh that has no inward angles. This could be but is not excluded to: a box, a cylinder, a sphere or editable poly with no inward angles.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Concave''', any mesh that has inward angles. This could be but is not excluded to: a torus, a tube or editable poly with inward angles.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. When using multiple meshes in a single visual make sure they are linked to a '''dummy'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics. Unless you want to add animations and/or cloth.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Scenery&amp;diff=3288</id>
		<title>Scenery</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Scenery&amp;diff=3288"/>
		<updated>2017-09-27T12:42:49Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scenery is the most simple visuals we use. These usually exist out of 3D mesh and one or more physics meshes. Sometimes animation and cloth is added depending on the typ of visual you want to create.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;layername_(any addition that seems fit)&amp;gt;'''&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys''' or if you are using multiple physic meshes '''&amp;lt;LayerName_phys_01, _02, _03&amp;gt;''' etc.	&lt;br /&gt;
* A root dummy (if needed) which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Whenever one of your visuals needs to be walked on, block sight, block movement or needs to interacted with you will need to create a physics mesh.&amp;lt;br /&amp;gt; &lt;br /&gt;
Any mesh can be used to make physics by selecting your mesh, going to the '''Utilities''' tab, scroll down until you find '''LarianPhysics''' and press '''MakeRigidBody'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can pick from several types of physics:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Kinematic''', When you are creating physics for any player moveable objects, you will have to create a kinematic physics mesh. This mesh must be convex and singular or performance loss could happen.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Dynamic''', Currently unused in our 3DS max pipeline.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Static''', Used for both animated and static physics. Even though concave meshes are allowed here, try to avoid these if you can. Instead you could use multiple physics meshes for one visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All of these physics meshes can be either convex or concave, what does this mean?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Convex''', any mesh that has no inward angles. This could be but is not excluded to: a box, a cylinder, a sphere or editable poly with no inward angles.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Concave''', any mesh that has inward angles. This could be but is not excluded to: a torus, a tube or editable poly with inward angles.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. When using multiple meshes in a single visual make sure they are linked to a '''dummy'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics. Unless you want to add animations and/or cloth.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3287</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3287"/>
		<updated>2017-09-27T12:40:46Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These usually exist out of 3D mesh, a physic mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the '''MakeAnim''' button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones (in the skinning).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;:LayerName_(any addition that seems fit)&amp;gt;'''	&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys'''	&lt;br /&gt;
* A root dummy which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = &amp;lt;LayerName&amp;gt;_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select '''Object Properties''', go to '''User Defined''' tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;_&amp;lt;01&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''&amp;lt;LayerName&amp;gt;_&amp;lt;AnimationName&amp;gt;''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Scenery&amp;diff=3286</id>
		<title>Scenery</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Scenery&amp;diff=3286"/>
		<updated>2017-09-27T12:33:49Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scenery is the most simple visuals we use. These usually exist out of 3D mesh and one or more physics meshes. Sometimes animation and cloth is added depending on the typ of visual you want to create.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named '''&amp;lt;LayerName&amp;gt;''' or with multiple meshes '''&amp;lt;layername_(any addition that seems fit)&amp;gt;'''&lt;br /&gt;
* Your physics mesh (if needed), which is named '''&amp;lt;LayerName&amp;gt;_phys''' or if you are using multiple physic meshes '''&amp;lt;LayerName_phys_01, _02, _03&amp;gt;''' etc.	&lt;br /&gt;
* A root dummy (if needed) which is named '''Dummy_&amp;lt;LayerName&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Whenever one of your visuals needs to be walked on, block sight, block movement or needs to interacted with you will need to create a physics mesh.&amp;lt;br /&amp;gt; &lt;br /&gt;
Any mesh can be used to make physics by selecting your mesh, going to the '''Utilities''' tab, scroll down until you find '''LarianPhysics''' and press '''MakeRigidBody'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can pick from several types of physics:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Kinematic''', When you are creating physics for any player moveable objects, you will have to create a kinematic physics mesh. This mesh must be convex and singular or performance loss could happen.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Dynamic''', Currently unused in our 3DS max pipeline.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Static''', Used for both animated and static physics. Even though concave meshes are allowed here, try to avoid these if you can. Instead you could use multiple physics meshes for one visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All of these physics meshes can be either convex or concave, what does this mean?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Convex''', any mesh that has no inward angles. This could be but is not excluded to: a box, a cylinder, a sphere or editable poly with no inward angles.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Concave''', any mesh that has inward angles. This could be but is not excluded to: a torus, a tube or editable poly with inward angles.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. When using multiple meshes in a single visual make sure they are linked to a '''dummy'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics. Unless you want to add animations and/or cloth.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Scenery&amp;diff=3285</id>
		<title>Scenery</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Scenery&amp;diff=3285"/>
		<updated>2017-09-27T12:29:41Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scenery is the most simple visuals we use. These usually exist out of 3D mesh and one or more physics meshes. Sometimes animation and cloth is added depending on the typ of visual you want to create.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named &amp;quot;LayerName&amp;quot; or with multiple meshes &amp;quot;layername_(any addition that seems fit)&amp;quot;	&lt;br /&gt;
* Your physics mesh (if needed), which is named &amp;quot;LayerName”_phys or if you are using multiple physic meshes &amp;quot;LayerName_phys_01, _02, _03&amp;quot; etc.	&lt;br /&gt;
* A root dummy (if needed) which is named Dummy_”LayerName&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Whenever one of your visuals needs to be walked on, block sight, block movement or needs to interacted with you will need to create a physics mesh.&amp;lt;br /&amp;gt; &lt;br /&gt;
Any mesh can be used to make physics by selecting your mesh, going to the “Utilities” tab, scroll down until you find “LarianPhysics” and press “MakeRigidBody”.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can pick from several types of physics:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Kinematic''', When you are creating physics for any player moveable objects, you will have to create a kinematic physics mesh. This mesh must be convex and singular or performance loss could happen.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Dynamic''', Currently unused in our 3DS max pipeline.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Static''', Used for both animated and static physics. Even though concave meshes are allowed here, try to avoid these if you can. Instead you could use multiple physics meshes for one visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All of these physics meshes can be either convex or concave, what does this mean?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Convex''', any mesh that has no inward angles. This could be but is not excluded to: a box, a cylinder, a sphere or editable poly with no inward angles.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Concave''', any mesh that has inward angles. This could be but is not excluded to: a torus, a tube or editable poly with inward angles.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. When using multiple meshes in a single visual make sure they are linked to a '''dummy'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics. Unless you want to add animations and/or cloth.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3284</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3284"/>
		<updated>2017-09-27T12:29:19Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These usually exist out of 3D mesh, a physic mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones (in the skinning).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named &amp;quot;LayerName&amp;quot; or with multiple meshes &amp;quot;layername_(any addition that seems fit)&amp;quot;	&lt;br /&gt;
* Your physics mesh (if needed), which is named &amp;quot;LayerName”_phys	&lt;br /&gt;
* A root dummy which is named Dummy_”LayerName&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = “LayerName”_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3283</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3283"/>
		<updated>2017-09-27T12:28:42Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These usually exist out of 3D mesh, a physic mesh and animations.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide will explain how we export these assets from 3DS Max and import them in the editor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This does not need to be done when you are using multiple bones (in the skinning).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&amp;lt;br /&amp;gt;&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named &amp;quot;LayerName&amp;quot; or with multiple meshes &amp;quot;layername_(any addition that seems fit)&amp;quot;	&lt;br /&gt;
* Your physics mesh (if needed), which is named &amp;quot;LayerName”_phys	&lt;br /&gt;
* A root dummy which is named Dummy_”LayerName&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming conventions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = “LayerName”_phys''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IMPORTANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating levers, adding animations is a little different. Instead of using the '''Default''' tab in '''Default Animations''' you will need to use the '''Custom''' tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you will have to add the custom animations by selecting the the white square under '''Anim Name''' and typing the following (these are case sensitive and hard coded so double check):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Full_Open&lt;br /&gt;
* Close_01&lt;br /&gt;
* Half_Open_To_Full_Open&lt;br /&gt;
* Half_Open&lt;br /&gt;
* Lever&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3280</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3280"/>
		<updated>2017-09-26T15:48:36Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These usually exist out of 3D mesh, a physic mesh and animations.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select '''item'''. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''find'' and ''select'' your animation in the '''Content Browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Scenery&amp;diff=3279</id>
		<title>Scenery</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Scenery&amp;diff=3279"/>
		<updated>2017-09-26T15:48:33Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: Created page with &amp;quot;Scenery is the most simple visuals we use. These usually exist out of 3D mesh and one or more physics meshes. Sometimes animation and cloth is added depending on the typ of vi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scenery is the most simple visuals we use. These usually exist out of 3D mesh and one or more physics meshes. Sometimes animation and cloth is added depending on the typ of visual you want to create.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Layer'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The name of your layer will be the name of your visual. Inside this layer you could/should only have the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Your mesh(es), which is named &amp;quot;LayerName&amp;quot; or with multiple meshes &amp;quot;layername_(any addition that seems fit)&amp;quot;	&lt;br /&gt;
* Your physics mesh (if needed), which is named &amp;quot;LayerName”_phys or if you are using multiple physic meshes &amp;quot;LayerName_phys_01, _02, _03&amp;quot; etc.	&lt;br /&gt;
* A root dummy (if needed) which is named Dummy_”LayerName&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even though it is not always needed, it would be best to follow the Larian naming convention.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Whenever one of your visuals needs to be walked on, block sight, block movement or needs to interacted with you will need to create a physics mesh.&amp;lt;br /&amp;gt; &lt;br /&gt;
Any mesh can be used to make physics by selecting your mesh, going to the “Utilities” tab, scroll down until you find “LarianPhysics” and press “MakeRigidBody”.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can pick from several types of physics:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Kinematic'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When you are creating physics for any player moveable objects. You will have to create a kinematic physics mesh. This mesh must be convex and singular or performance loss could happen.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Dynamic'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Currently unused in our 3DS max pipeline.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Static'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Used for both animated and static physics. Even though concave meshes are allowed here, try to avoid these if you can. Instead you could use multiple physics meshes for one visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
All of these physics meshes can be either convex or concave, what does this mean?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Convex''', any mesh that has no inward angles. This could be but is not excluded to: a box, a cylinder, a sphere or editable poly with no inward angles.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''Concave''', any mesh that has inward angles. This could be but is not excluded to: a torus, a tube or editable poly with inward angles&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. When using multiple meshes in a single visual make sure they are linked to a '''dummy'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics. Unless you want to add animations and/or cloth.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''Content Browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Content Browser'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab, here you will see each of your meshes inside the exported visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''Content Browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Creating a root template'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.&amp;lt;br /&amp;gt;&lt;br /&gt;
To make things easy whenever you want to create your template find something similar in the '''Root Template''' browser, right click it and select '''create new from selected'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
This will prevent any extra work in the form of scripting, naming or checking any of the important features.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you '''create new from selected''' a new window will open called '''createObjectWizard''' here you can add the new '''Physics Resource ID''' and '''Visual Resource ID'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
First select the resource in your '''Content Browser''', now select the resource slot in the '''createObjectWizard'''. A '''...''' button should appear on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now simply press the '''green arrow''' button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3278</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3278"/>
		<updated>2017-09-26T14:55:53Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These usually exist out of 3D mesh, a physic mesh and animations.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item. Start by opening your '''content browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your model or physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After adding your visual it is now time to import your animation. This process is similar to importing your visual.&amp;lt;br /&amp;gt;&lt;br /&gt;
Start by opening your '''content browser''', now select the proper package you want to add your visual to.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once selected add the resource by pressing the '''Add Resource''' button. Now you can choose to add your animation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Adding resources'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing all you resources it is time to add all of them together. To start, open your '''Root template'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Find your visual, double click it and a new window will open. You will start on the '''Materials''' tab to each of your meshes.&amp;lt;br /&amp;gt;&lt;br /&gt;
Select the mesh you want to add the texture to, now ''find'' and ''select'' your texture in the '''content browser'''. Now you can add your texture by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you can move on to the '''Default Animations''' tab, here you can add your animations. In the top right corner click on the drop down menu and select item. You should see a &amp;quot;list&amp;quot; appear with some animation slots.&amp;lt;br /&amp;gt; &lt;br /&gt;
For doors we will use the open and close slots. Start by selecting the animation slot you want to add your animation to, ''dind'' and ''select'' your animation in the '''content browser'''. Now you can add your animation by clicking the '''&amp;lt;-''' button.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3277</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3277"/>
		<updated>2017-09-26T12:16:11Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interactable animated items are more complicated assets. These are usually used for doors, levers, buttons and any other object that needs to be interacted with. These usually exist out of 3D mesh, a physic mesh and animations.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Setup '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing the visual it is now time to import and add your animation. First add the animation to your package&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3276</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3276"/>
		<updated>2017-09-26T11:53:13Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.&amp;lt;br /&amp;gt; &lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''.&amp;lt;br /&amp;gt; &lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing the visual it is now time to import and add your animation.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3275</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=3275"/>
		<updated>2017-09-26T11:52:27Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing the visual it is now time to import and add your animation.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Item&amp;diff=3274</id>
		<title>My first: Item</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Item&amp;diff=3274"/>
		<updated>2017-09-26T11:51:27Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Welcome to the Items guide. Here you will find the item creation pipeline from modelling to importing your item in Divinity Engine 2.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are different types of Items you can create: &amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Scenery]] (Rocks, Plants, Trees, Shelves etc.)&lt;br /&gt;
* [[Lootable items]] (Shells, plates, food, gems etc)&lt;br /&gt;
* [[Interactable animated items]] (Levers, Doors etc)&lt;br /&gt;
* [[Interactable socket items]] (Chairs, Beds etc)&lt;br /&gt;
* [[ Weapons | Weapon Guide  ]] (Work in Progress)&lt;br /&gt;
To create items you will need some 3d modelling and texturing skills. &amp;lt;br /&amp;gt;&lt;br /&gt;
Two most important things you need to have if you want to create an Item: item model and it's textures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''File formats'''&amp;lt;/big&amp;gt; used by Divinity Engine 2 : &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the editor 3d models are saved as granny files .GR2 &amp;lt;small&amp;gt;more info on granny 3d [http://www.radgametools.com/granny.html here]&amp;lt;/small&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
The textures are saved as DirectDraw Surface .dds files &amp;lt;small&amp;gt;more info on dds [https://en.wikipedia.org/wiki/DirectDraw_Surface here]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No matter what type of item you want to do your pipeline will consists of:&amp;lt;br /&amp;gt;&lt;br /&gt;
Modelling &amp;gt; Texturing &amp;gt; Setting up the item in the file &amp;gt; Setting up the item in the editor &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Modellin'''g&amp;lt;/big&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will need a 3d modelling software to create items. If you unfamiliar with 3d modelling we advice you to check some 3d modelling specific guides first.&amp;lt;br /&amp;gt;&lt;br /&gt;
Places you can find good tutorials about 3d modelling:&amp;lt;br /&amp;gt;&lt;br /&gt;
* http://polycount.com/ &amp;lt;br /&amp;gt;&lt;br /&gt;
* https://cubebrush.co/&amp;lt;br /&amp;gt;&lt;br /&gt;
* youtube tutorials ([https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw/videos good example])&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Importing your resources in the editor.'''&amp;lt;/big&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
If you already have your .GR2 granny files and .dds texture files it's time to import them in the editor.&amp;lt;br /&amp;gt;&lt;br /&gt;
1. Open your Content Browser. Choose a correct package or create a new one.&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Hit the add resource button (highlighted red in the left upper corner) and select what type of resource you want to add. &lt;br /&gt;
 [[File:AddNewResourse.jpeg|none]]&lt;br /&gt;
&lt;br /&gt;
After that you'll need to make a new material, assign textures to your new material and assign the material to your mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
To make a new material you have two options: &amp;lt;br /&amp;gt;&lt;br /&gt;
1. Create a new material by pressing &amp;quot;Add resource&amp;quot; button highlighted red on the screenshot above and select material.&amp;lt;br /&amp;gt;&lt;br /&gt;
''How to create or edit materials read here.''&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Select any material that you see in content browser right click it and select &amp;quot;Create new from selected&amp;quot;. That will create a new material.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Beware that will keep all the textures and parameters of the material you copied.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you need to assign textures to your material and material to the mesh. &lt;br /&gt;
&lt;br /&gt;
Depending on the type of the material you're using it can have different texture parameters. The most standard material we use for items is called Base_PBR.&lt;br /&gt;
&lt;br /&gt;
 [[File:AssigningTexture.jpeg|none]]&lt;br /&gt;
 &lt;br /&gt;
We are using physical based rendering, it means that you need a base color texture (BM) a physical map (PM) and a normal map (NM)&amp;lt;br /&amp;gt;&lt;br /&gt;
PM is : &amp;lt;br /&amp;gt;&lt;br /&gt;
* Roughness in green channel &lt;br /&gt;
* Metalness in blue channel &lt;br /&gt;
* Ambient Occlusion is in red channel&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
more info on PBR [https://en.wikipedia.org/wiki/Physically_based_rendering here]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2856</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2856"/>
		<updated>2017-09-18T13:10:04Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your visuals'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Importing your animation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing the visual it is now time to import and add your animation.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2855</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2855"/>
		<updated>2017-09-18T13:09:39Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''Importing your visuals''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Importing your visual and physics is the same as any other item.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''Importing your animation''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After importing the visual it is now time to import and add your animation.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2854</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2854"/>
		<updated>2017-09-18T12:33:14Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = proxy''&lt;br /&gt;
&amp;lt;br /&amp;gt;''Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Type = static''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Mass = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Friction = 1.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_RigidBody_Restitution = 0.0''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Type = convex''&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2853</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2853"/>
		<updated>2017-09-18T12:31:14Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' Importing '''&amp;lt;/big&amp;gt;&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2851</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2851"/>
		<updated>2017-09-18T12:27:40Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2850</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2850"/>
		<updated>2017-09-18T12:26:58Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2849</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2849"/>
		<updated>2017-09-18T12:17:03Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2848</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2848"/>
		<updated>2017-09-18T12:15:44Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2847</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2847"/>
		<updated>2017-09-18T12:15:13Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Physics'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2846</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2846"/>
		<updated>2017-09-18T12:13:06Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: /* Interactable animated items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Physics'''&lt;br /&gt;
	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2845</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2845"/>
		<updated>2017-09-18T12:07:24Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Interactable animated items''' ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Physics'''&lt;br /&gt;
	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2844</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2844"/>
		<updated>2017-09-18T12:00:25Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Interactable animated items''' ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Physics'''&lt;br /&gt;
	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2843</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2843"/>
		<updated>2017-09-18T11:59:57Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Interactable animated items''' ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Physics'''&lt;br /&gt;
	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2748</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2748"/>
		<updated>2017-09-15T15:51:27Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Interactable animated items '''&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Physics'''&lt;br /&gt;
	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2747</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2747"/>
		<updated>2017-09-15T15:51:15Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Interactable animated items '''&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''' Exporting '''&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Physics'''&lt;br /&gt;
	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2745</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2745"/>
		<updated>2017-09-15T15:46:42Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Interactable animated items '''&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button.&amp;lt;br /&amp;gt; &lt;br /&gt;
This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Physics'''&lt;br /&gt;
	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager.&amp;lt;br /&amp;gt; &lt;br /&gt;
In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.&amp;lt;br /&amp;gt; &lt;br /&gt;
Now you can create a new layer by clicking “new” in the bottom left corner. &amp;lt;br /&amp;gt;&lt;br /&gt;
You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2744</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2744"/>
		<updated>2017-09-15T15:44:52Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Interactable animated items '''&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.aw &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button. This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Physics'''&lt;br /&gt;
	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager. In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top. Now you can create a new layer by clicking “new” in the bottom left corner. You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.&amp;lt;br /&amp;gt; &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.&amp;lt;br /&amp;gt; &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2743</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2743"/>
		<updated>2017-09-15T15:44:29Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Interactable animated items '''&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.aw &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button. This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Physics'''&lt;br /&gt;
	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager. In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top. Now you can create a new layer by clicking “new” in the bottom left corner. You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer. &lt;br /&gt;
You do '''not''' have to export anything other then the visuals and physics.&lt;br /&gt;
&lt;br /&gt;
After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder. &lt;br /&gt;
This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''. &lt;br /&gt;
If this is done correctly you will now be able to select the animation layers you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2733</id>
		<title>Interactable animated items</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Interactable_animated_items&amp;diff=2733"/>
		<updated>2017-09-15T15:13:03Z</updated>

		<summary type="html">&lt;p&gt;RvdBerg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;''' Interactable animated items '''&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root. &lt;br /&gt;
&lt;br /&gt;
If you are using a single bone for one mesh make sure to select that mesh and click the &amp;quot;MakeAnim&amp;quot; button. This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to'''User Defined''' tab and type ''Rigid = true''&lt;br /&gt;
&lt;br /&gt;
This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Skinning'''&lt;br /&gt;
	&lt;br /&gt;
Select the mesh you want to be animated, open the modifier list and select skin.&lt;br /&gt;
Add the bone(s) you want to use. Apply weight paint if needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Physics'''&lt;br /&gt;
	&lt;br /&gt;
Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh. &lt;br /&gt;
&lt;br /&gt;
We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''Rigid = true&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Type = proxy&lt;br /&gt;
&amp;lt;br /&amp;gt;Proxy_Geometry = “LayerName”_phys''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now right click on your physics mesh, select &amp;quot;Object Properties&amp;quot;, go to &amp;quot;User Defined&amp;quot; tab and insert the following lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;''LarianPhysics_Type = rigid_body&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Type = static&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Mass = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Friction = 1.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_RigidBody_Restitution = 0.0&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Type = convex&lt;br /&gt;
&amp;lt;br /&amp;gt;LarianPhysics_Shape_Flags = 0''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Animation Manager'''&lt;br /&gt;
	&lt;br /&gt;
After you have created and tested your animation you’ll need add your animation to the animation manager. In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top. Now you can create a new layer by clicking “new” in the bottom left corner. You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.&lt;br /&gt;
&lt;br /&gt;
The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''&lt;br /&gt;
''DOORS_Humans_Ruins_A_Open_01''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exporting'''&lt;br /&gt;
&lt;br /&gt;
After exporting the visual you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder. This folder needs to be named “LayerName”_”AnimationName”, in here you will save your 3DS Max file as “LayerName”_”AnimationName”_”01”. If this is done correctly you will now be able to select the animation layer you want to export.&lt;/div&gt;</summary>
		<author><name>RvdBerg</name></author>
	</entry>
</feed>