Reference mesh: Difference between revisions
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In Source, a [[Reference mesh]] (sometimes '''body''', '''envelope''' or '''skin''') defines some or all of a model's rendered geometry | In Source, a [[Reference mesh]] (sometimes '''body''', '''envelope''' or '''skin''') defines some or all of a model's rendered geometry. It is stored in a 'reference [[Studiomodel Data|SMD]]' file together with [[skeleton]] and [[UV map]] data. | ||
== Facets == | == Facets == |
Revision as of 08:42, 3 May 2008
In Source, a Reference mesh (sometimes body, envelope or skin) defines some or all of a model's rendered geometry. It is stored in a 'reference SMD' file together with skeleton and UV map data.
Facets
- UV maps
- The UV map defines how the mesh's material is deformed to fit it.
- Levels of detail
- A reference mesh is commonly replaced by lower-detail meshes at distances with
$lod
to improve performance. See LOD Models. - Envelopes
- A reference mesh is enveloped to the bones of a model's skeleton to allow for animation.
- Weight maps
- See weight map.
Implementation
There are three QC commands related to reference meshes:
$body
- A basic reference mesh.
$model
- A reference mesh with facial animation.
$bodygroup
- A reference mesh or group of reference meshes that can be switched between or off.
$lod replacemodel
- A low-detail reference mesh that replaces another at the $lod's specified distance and above.