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{{langsp|title=$body}}
{{LanguageBar|title=$body}}{{tabsBar|main=gs|base=$body}}
It is used to add a [[reference mesh]] to a model. Without at least one <code>$body</code> the model will be invisible (exception: models with [[facial animation]] use <code>[[$model (QC)|$model]]</code> instead).
{{this is a|QC command|name=$body}}
It is used to add a [[reference mesh]] to a model. Without at least one <code>$body</code>, {{ent|$bodygroup}}, or {{ent|$model (QC)|alt=$model}}, the model will be invisible.


{{tip|Multiple reference meshes can be handled with a {{ent|$bodygroup}}.}}
{{note|All {{code|$body}} meshes will display simultaneously. Toggleable reference meshes can be handled with a {{ent|$bodygroup}}.
{{tip|The order in which {{code|$body}} meshes are defined in the QC determines the order in which the meshes are rendered. This can be used to prevent z-fighting on transclucent decals or overlays.}}
}}


== Syntax ==
== Syntax ==
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  [[$modelname]] "weapons/shell.mdl"
  [[$modelname]] "weapons/shell.mdl"
  [[$cdmaterials]] "models/weapons/"
  [[$cdmaterials]] "models/weapons/"
  '''[[$body]] shell "shell_ref.smd"'''
  '''[[$body]] shell "shell_ref"'''
  [[$sequence]] idle "shell_idle.smd"
  [[$sequence]] idle "shell_idle"


== See also ==
== See also ==
*[[Reference mesh]]
*[[Reference mesh]]
*{{ent|$lod}}, for lowering detail at a distance
*{{ent|$lod}}, for lowering detail at a distance
*{{ent|$bodygroup}}, for managing multiple <code>$body</code>s
*{{ent|$bodygroup}}, for managing toggleable meshes
*<code>[[$model (QC)|$model]]</code>, for facial animation
*{{ent|$model (QC)|alt=$model}}, for facial animation

Latest revision as of 21:09, 16 July 2025

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$body is a QC command available in all Source Source games. It is used to add a reference mesh to a model. Without at least one $body, $bodygroup, or $model, the model will be invisible.

Note.pngNote:All $body meshes will display simultaneously. Toggleable reference meshes can be handled with a $bodygroup.
Tip.pngTip:The order in which $body meshes are defined in the QC determines the order in which the meshes are rendered. This can be used to prevent z-fighting on transclucent decals or overlays.

Syntax

$body	<name> <reference mesh SMD> [reverse] [scale <int>]

Example

$modelname		"weapons/shell.mdl"
$cdmaterials		"models/weapons/"
$body		shell	"shell_ref"
$sequence	idle	"shell_idle"

See also