Every decal uses a material to project and for projection it uses a rectangle which sizes can be manipulated in the component’s settings. If the same theme is used already (from a previously loaded scene) then it continues to play it seamlessly.ĭecal – component used for projecting decals on top of the geometrical objects. It loads a theme automatically each time player enters a new scene. The sounds are provided with a script node AudioPlay.īackground – component used for playing musical theme (background music). Sounds on component are reproduced independently from each other. Reading xTransform from this component returns the recorded position.Īudio – component that allows to play sounds (2D or 3D) on actor in the indicated channel (Game or Scene). Subsequently this recorded position can be used inside the game for moving actors. Transform– component that allows to record actor’s position in 3D space. All components that use Skeleton can also use component Bones, but Bones component has no implementation inside the game code and can be used only in the editor. It’s required for the correct functioning of other components, such as SkinMesh, Animation, Ragdoll, Socket, Outfit, Track and many others. ![]() ![]() Skeleton is the main component used for animated actors. Rotation is executed on the selected axis where the indicated number stands for degrees per second. Rotate – component used for the automatic actor’s rotation (or a separate actor’s component). For example, the player’s template is set to track this way Camera component. The target for tracking and permission for tracking eyes and head are controlled by the script’s node TrackHead. Head component grants tracking to the eyes and head on top of the active animation. The head is made out of head’s and neck’s bones and an arbitrary amount of eyes, which, if required, can be added to the head. Head – component used for character’s head control. This component has a sub-mode for individual bone’s settings. Allows to set up the bones (default position, fixes and limits) for the subsequent skeleton compilation (.skeleton file). For more details check Ragdoll.īones – service component used for importing information about bones from. If both components are attached to the actor, then Animation will control Skeleton only if Ragdoll is set to Kinematic. Skeleton in the game can be controlled by Animation, or by Ragdoll. Animation graphs animate skeleton, therefore, in order to function correctly, component Skeleton must be attached to the same actor. Allows to attach an arbitrary amount of animation graphs (.anim files), set the Root Bone from which Root Motion will be calculated, and it also allows setting the default animation branch. NavMesh component has sub-modes for creation and manipulation with the NavMesh grid.Īnimation – component used for attaching animation graphs to the actor. Bots are not able by themselves to navigate in a 3D space, therefore for their path-finding is used a triangle-shaped grid (NavMesh) that marks the space where bots are allowed to move. NavMesh – component used for creating navigation meshes. NavGraph – developed for another project. (these are available after bm = bmesh.Translation of the russian guide made by Antales Similar to om_edit_mesh() and bmesh.update_edit_mesh() we also have bm.from_mesh() and bm.to_mesh() which allow us to edit the mesh data while the object remains in object mode. ![]() If you directly alter the object data while the object is in edit mode then those changes will be lost as the bmesh edit_mesh will overwrite any changes upon exiting edit mode. The function om_edit_mesh() makes a copy of the mesh data that you can make changes to while the object is in edit mode, the changes you make remain in this copy until you call bmesh.update_edit_mesh(), this lets you add 10,000 faces and then do one refresh to reduce the amount of drawing/copying needed. Instead of directly editing the mesh data, it is preferred to use the extra functionality provided in the bmesh module. You shouldn't see any difference yet, now enter odata.update()Īnd you will see one of the edges is now across the top face and not on the side. To see this working, start with a default cube in wireframe shading and enter the following into a python console. When you add or alter edges or polygons you need to use () to see the changes in the 3dview. The mesh data used by an object is stored within object.data, the most obvious data being stored within the vertices, edges and polygons properties.
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