$body: Difference between revisions

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{{tip|Models with [[facial animation]] use <code>[[$model (QC)|$model]]</code>.}}
{{tip|Models with [[facial animation]] use <code>[[$model (QC)|$model]]</code>.}}
{{note|Body meshes co-exist by default, rather than replacing each other.}}


== Usage ==
== Usage ==
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;<code><name></code>
;<code><name></code>
:A label for this body to distinguish it from other [[$bodygroup]] meshes.  
:A label for this body to distinguish it from other body meshes (if there are any).
;<code><reference smd></code>
;<code><reference smd></code>
:Path to and name of the 'reference' (sometimes 'model') SMD relative to the QC file's current directory.
:Path to and name of the 'reference' (sometimes 'model') SMD relative to the QC file's current directory.
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  [[$sequence]] idle "shell-idle.smd"
  [[$sequence]] idle "shell-idle.smd"


== See also ==
*[[Body mesh]]
*[[$bodygroup]]
*[[$model]]


[[Category:QC Commands]]
[[Category:QC Commands]]

Revision as of 11:45, 27 April 2008

The $body QC command is used to specify a body mesh that contains vertex, UV map, skeleton and envelope data for the model. Without at least one body, the model will have no physical appearance.

Tip.pngTip:Models with facial animation use $model.
Note.pngNote:Body meshes co-exist by default, rather than replacing each other.

Usage

$body	<name> <reference smd>

Options

<name>
A label for this body to distinguish it from other body meshes (if there are any).
<reference smd>
Path to and name of the 'reference' (sometimes 'model') SMD relative to the QC file's current directory.

Example

$modelname		"weapons/shell.mdl"
$cdmaterials		"models/weapons/"
$body		shell	"shell-ref.smd"
$sequence	idle	"shell-idle.smd"

See also