Difference between revisions of "Visual resource panel"
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==1. Materials Tab== | ==1. Materials Tab== | ||
− | Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '<-' button. | + | Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '<-' button. <br \> |
+ | Without a material the model will use a default checkers material. | ||
− | TIP: Try to keep the amount of models as low as possible. The more models you have the more | + | TIP: Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game. |
IMPORTANT: Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible. | IMPORTANT: Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible. |
Revision as of 14:53, 7 February 2018
(Page in Progress!)
A Visual Resource is recognised by the yellow little teapot in the Content Browser. To open it, double click the visual resource of your interest.
Contents
1. Materials Tab
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '<-' button.
Without a material the model will use a default checkers material.
TIP: Try to keep the amount of models as low as possible. The more models you have the more likely you create to encounter material sorting issues when special shaders are applied through status effects. Less models is also less render calls when this visual is used in game.
IMPORTANT: Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.
2. Animation Waterfall Tab
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs. In the example below, the game engine will first look for its animation in the animation set Animals_Shark_ABC_Ghost and when it doesn't find what it needs it will continue its search in the animation set Animals_Shark_ABC_Default. This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets. You can assign an animation set by selecting an animation set resource (pink running men) and click on the '<-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.
3. Default Animations Tab
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.
TIP: If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allow you the freedom to plug this default animation set in any other visual that is compatible with those animations as well.
4. Resolved Animations Tab
5. Script Overrides Tab
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!
We have a list of available simple animation names and the races for which these animations have been made.
6. Attachments Tab
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects and items to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!
7. Cloths Tab
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.
8. Cloths Wind Tab
This tab allows you to set all the wind properties of each model within your visual. Wind properties simulate the external properties that affects the cloth properties. The properties will only be applied to models that are exported with Vertex Painting.
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