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 |