Changes

Jump to navigation Jump to search
47 bytes added ,  17:15, 23 July 2021
Line 10: Line 10:     
=== Attachment points ===
 
=== Attachment points ===
An attachment points sits in the middle of a triangle of the base model's mesh, facing outward, i.e. perpendicular to the triangle's plane. Attachment points naturally move as the base mesh is morphed.
+
An '''attachment point''' sits in the middle of a triangle of the base model's mesh, facing outward, i.e. perpendicular to the triangle's plane. '''Attachment points''' naturally move as the base mesh is morphed.
   −
Mesh objects can be attached to an attachment point with some offset position and rotation.
+
'''Mesh objects''' can be attached to an '''attachment point''' with some offset position and rotation.
   −
Mesh objects do not need to be attached to a triangle that matches where it will sit on the object, but it should be attached to an attachment point that moves in the same way you want the Mesh object to move when the base model is morphed. For instance, if you have a airplane wing and you attach a motor, the attachment point doesn't need to be where the motor is attached, but rather a place on the wing that moves in the same direction you want the motor to move, when the wing is curled or stretched.
+
'''Mesh objects''' do not need to be attached to a triangle that matches where it will sit on the object, but it should be attached to an '''attachment point''' that moves in the same way you want the '''Mesh object''' to move when the base model is morphed. For instance, if you have a airplane wing and you attach a motor, the attachment point doesn't need to be where the motor is attached, but rather a place on the wing that moves in the same direction you want the motor to move, when the wing is curled or stretched.
    
=== Textures ===
 
=== Textures ===
All mesh objects should map to 1 atlas texture. Each mesh can have sub atlasses within the main atlas texture, in a single line, e.g. a row or column of textures in your atlas that is used as an atlas for one of your mesh objects.
+
All '''Mesh objects''' should map to 1 atlas texture. Each mesh can have sub atlasses within the main atlas texture, in a single line, e.g. a row or column of textures in your atlas that is used as an atlas for one of your mesh objects.
    
Textures work exactly the same as the standard furniture textures, [[Furniture Modding#The standard furniture shader|which you can read about here]].
 
Textures work exactly the same as the standard furniture textures, [[Furniture Modding#The standard furniture shader|which you can read about here]].

Navigation menu