$body: Difference between revisions
Jump to navigation
Jump to search
Note:All $body meshes will display simultaneously. Toggleable reference meshes can be handled with a $bodygroup.
Tip:The order in which $body meshes are defined in the QC determines the order in which the meshes are rendered. This can be used to prevent z-fighting on transclucent decals or overlays.
SirYodaJedi (talk | contribs) mNo edit summary |
SirYodaJedi (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{LanguageBar|title=$body}}{{tabsBar|main=gs|base=$body}} | {{LanguageBar|title=$body}}{{tabsBar|main=gs|base=$body}} | ||
{{this is a|QC command|name=$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> the model will be invisible | It is used to add a [[reference mesh]] to a model. Without at least one <code>$body</code>, {{ent|$bodygroup}}, or {{ent|$model}}, the model will be invisible. | ||
{{note|All {{code|$body}} meshes will display simultaneously. Toggleable 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}}. |
Revision as of 15:01, 24 February 2025
$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
, $bodygroup, or $model, the model will be invisible.


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
- Reference mesh
- $lod, for lowering detail at a distance
- $bodygroup, for managing toggleable meshes
- $model, for facial animation