$body: Difference between revisions
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Note:All $body meshes will display simultaneously. Toggleable reference meshes can be handled with a $bodygroup.
Tip:The order in which $body meshes are defined in the QC determines the order in which the meshes are rendered. This can be used to prevent z-fighting on transclucent decals or overlays.
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{{this is a|QC command|name=$body}} | |||
It is used to add a [[reference mesh]] to a model. Without at least one <code>$body</code> the model will be invisible (exception: models with [[facial animation]] use <code>[[$model (QC)|$model]]</code> instead). | It is used to add a [[reference mesh]] to a model. Without at least one <code>$body</code> the model will be invisible (exception: models with [[facial animation]] use <code>[[$model (QC)|$model]]</code> instead). | ||
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*{{ent|$bodygroup}}, for managing toggleable meshes | *{{ent|$bodygroup}}, for managing toggleable meshes | ||
*{{ent|$model (QC)|alt=$model}}, for facial animation | *{{ent|$model (QC)|alt=$model}}, for facial animation | ||
[[Category:QC Commands|body]] |
Revision as of 02:58, 12 July 2024
$body
is a QC command available in all Source games.
It is used to add a reference mesh to a model. Without at least one
$body
the model will be invisible (exception: models with facial animation use $model
instead).


Syntax
$body <name> <reference mesh SMD> [reverse] [scale <int>]
Example
$modelname "weapons/shell.mdl" $cdmaterials "models/weapons/" $body shell "shell_ref.smd" $sequence idle "shell_idle.smd"
See also
- Reference mesh
- $lod, for lowering detail at a distance
- $bodygroup, for managing toggleable meshes
- $model, for facial animation