Item Properties
About

- Bones
 - Motions
 - Object
 - Surfaces
 
| Group | Description | Extra | Description | Extra | Description | |
|---|---|---|---|---|---|---|
| Global | Bone Count | Bone count | - | - | - | - | 
| File | Load | Load file | - | - | ||
| Save | Save file | - | - | |||
| Edit | Bind Pose | Resets the transformations of all bones | - | - | ||
| Reset IK | Resets additional bone parameters to default values (IK parameters, bone game material, bone shape, mass and center of mass)  | - | - | |||
| Clamp Limits | - | - | ||||
| Generate Shape | Generates collisional shapes for skeletal bones based on mesh vertices  | All | Generate collision shapes for all bones | - | - | |
| Selected | Generate collision shapes for selected bones | - | - | |||
| Bone | Create | Create new bone | - | - | ||
| Delete | Delete selected bone | - | - | |||
| Orient | - | - | ||||
| Bone | Name | Bone name | - | - | - | - | 
| NameEditable | Editable bone name | - | - | - | - | |
| Game Material | Game material | - | - | - | - | |
| Mass | Bone mass | - | - | - | - | |
| Center Of Mass | Bone center of mass | - | - | - | - | |
| Bind Position | Bone bind position | - | - | - | - | |
| Bind Rotation | Bone bind rotation | - | - | - | - | |
| Shape | Flags | No Pickable | Excludes a bone from collision handling | |||
| No Physics | Excludes physics processing for bone | |||||
| Remove After Break | Allows removal of bone after an object has been destroyed | |||||
| No Fog Collider | Bone won't interact with a voluminous smoke | |||||
| Type | Box | |||||
| Sphere | ||||||
| Cylinder | ||||||
| Joint | Current Rotation | Bone current rotation | - | - | ||
| Breakable | Allows bone to be breakable | - | - | |||
| Break Force | Threshold breaking force | - | - | |||
| Break Torque | Threshold fracture torque | - | - | |||
| Type | Joint type | Rigid | Rigid Joint | |||
| Cloth | Cloth Joint | |||||
| Joint | Universal Joint | |||||
| Wheel [Steer-X/Roll-Z] | Wheel Joint | |||||
| Slider | Slider Joint  | |||||
| Friction | Friction | - | - | |||
| Spring Factor | Spring Factor | - | - | |||
| Damping Factor | Damping Factor | - | - | |||
| Limits | Axis X | |||||
| Axis Y | ||||||
| Axis Z | ||||||
| Steer | Limits Min | |||||
| Limits Max | ||||||
| Slide (Axis Z) | - | - | ||||
| Rotate (Axis Z) | - | - | 
| Group | Description | Extra | Extra Description | |
|---|---|---|---|---|
| Global | Motion Count | Motion count | - | - | 
| Motion Reference | Adds Motion Reference | - | - | |
| Edit | Add | Adds selected animations to the list | ||
| Del | Deletes the selected animation | |||
| Save | Saves all or only selected animations to a *.skl file | |||
| Export Import | Export | Export Motion Reference | ||
| Import | Import Motion Reference | |||
| Motion | Control | Animations control | Play | Play | 
| Stop | Stop | |||
| Pause | Pause | |||
| Frame | Start | Start frame | ||
| Stop | Stop frame | |||
| Length | Animation frame length | |||
| Name | Animation name | - | - | |
| Speed | Animation speed | - | - | |
| Accrue | The speed at which the animation fades in (or blends in) | - | - | |
| Falloff | The speed at which the animation fades out (or blends out) | - | - | |
| Type FX | - | - | ||
| Cycle | Bone Part | Part of the bones assigned to the animation | ||
| Stop At End | Animation will stop at end | |||
| No Mix | Animations will not mix | |||
| Sync Part | Flag indicates that the animation should be synchronized with another animation  | |||
| UseFootSteps | Flag that helps the engine distinguish step animations from idle animations in order to properly apply inverse kinematics and manage transitions between states  | |||
| Move XForm | Root motion flag? | |||
| Idle | Flag that helps the engine distinguish idle animations from moving (stepping) animations, in order to properly apply inverse kinematics and manage transitions between states  | |||
| UseWeaponBone | ||||
| FX | Start Bone | Type FX start bone | ||
| Power | Maximum animation intensity | |||
| RootStartTransform | - | - | ||
| RootEndTransform | - | - | ||
| Marks | Control-12 | Add | Add Left1 and Right1 Motion Marks | |
| Remove | Remove Left1 and Right1 Motion Marks | |||
| Control-34 | Add | Add Left1, Right1, Left2 and Right2 Motion Marks | ||
| Remove | Remove Left1, Right1, Left2 and Right2 Motion Marks | 
| Description | Extra | Extra Description | Extra | Extra Description | |
|---|---|---|---|---|---|
| Object Type | Static | - | - | ||
| Dynamic | - | - | |||
| HOM | - | - | |||
| Multiply Usage | - | - | |||
| Sound Occluder | - | - | |||
| Flags | Make Progressive | Only for Dynamic Object Type | - | - | |
| Disable Mesh Optimization | If not disabled, it optimizes the mesh by removing unnecessary edges and vertices, reallocating memory and updating linked data structures. Only for Dynamic Object Type  | - | - | ||
| HQ Geometry | Only for Dynamic Object Type | - | - | ||
| Using LOD | Only for Multiply Usage Object Type | - | - | ||
| Transform | Position | Object position | - | - | |
| Rotation | Object rotation | - | - | ||
| Scale | Object scale | - | - | ||
| BBox Min | Object Bounding Box Min | - | - | ||
| BBox Max | Object Bounding Box Max  | - | - | ||
| LOD | Reference | LOD reference | - | - | |
| Action | Only for Multiply Usage Object Type | Make HQ | |||
| Make LQ | |||||
| Summary | Geometry | Object | Objects vertex and face count | ||
| Meshes | Meshes vertex and face count | ||||
| Game Options | User Data | User data | 
| Button | Description | 
|---|---|
| Name | Surface Name | 
| Texture | Texture | 
| Shader | Engine Shader | 
| Compile | Compile Shader | 
| Game Mtl | Game Material | 
| 2 Sided | Copies and inverts polygons so that the back side of the face is also visible when rendered  | 
| Face Count | Face Count |