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The [[$body]] [[QC command]] is used to specify the ''reference.smd'' file that will become the [[$modelname]].mdl.
{{LanguageBar|title=$body}}{{tabsBar|main=gs|base=$body}}
{{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.


* Use [[$body]] for all models unless you need to specify special animation parameters like eyes, flexes etc.; in which case use [[$model (QC)]] instead.
{{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.}}
}}


== Parameters ==
== Syntax ==


  $body "<name>" "<reference>.smd"
  $body <name> <reference mesh [[Studiomdl Data|SMD]]> [reverse] [scale <[[int]]>]


;<code><name></code>
== Example ==
:Can be anything you like. It is used as a convenient label by [[HLMV]] to distinguish the main mesh from other [[$bodygroup]] meshes.
;<code><reference SMD></code>
:Path to and name of the 'reference' SMD, relative to the QC file's current directory.
 
==QC syntax example==


  [[$modelname]] "weapons/shell.mdl"
  [[$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"
 


[[Category:QC Commands]]
== See also ==
*[[Reference mesh]]
*{{ent|$lod}}, for lowering detail at a distance
*{{ent|$bodygroup}}, for managing toggleable meshes
*{{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