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$lod (distance) { (lod commands here) } | |||
* Begins a block of commands to describe how to perform LOD on the model. The distance parameter represents that this particular set of LOD commands should be run when the camera is farther than distance away from the model. The commands allow you to replace various materials, textures, etc. | |||
=== Level of Detail commands you can include in the LOD block: === | |||
replacebone (original bone) (replacement bone) | |||
* Causes a bone to be used in place of the original bone in the reference model. This can be useful for collapsing all of the bones in the hand together. Instead of using the ‘finger’ bone, the finger could just be tied to the ‘hand’ bone. | |||
bonetreecollapse (bone name) | |||
* Causes all child bones of the specified bone to use the specified bone instead of whatever they currently are attached to. It’s a simpler way to use replacebone in the case where you want to collapse a large number of bones; hands especially can use this feature. | |||
replacemodel (model name) (replacement model) [reverse] | |||
* Causes the source model to be replaced with a different model. If reverse is specified, the normals of the replacement model are reversed. If the replacement model name is ‘blank’, then the source model is not rendered at all. This is used to replace the model with lower polygon-count versions. | |||
removemodel (model name) | |||
* Causes the model to not be rendered at this LOD. | |||
replacematerial (original material name) (replacement material name) | |||
* Replaces all instances of a particular material on a model with a different material. This can be used to remove expensive shaders like Normal Maps or the eye shader. | |||
removemesh (material name) | |||
* Removes all the triangles attached to the named material from this LOD. | |||
nofacial | |||
* Causes facial animation to be deactivated for this LOD. | |||
[[Category:QC Commands]] | [[Category:QC Commands]] |
Revision as of 19:16, 7 November 2007
$lod (distance) { (lod commands here) }
- Begins a block of commands to describe how to perform LOD on the model. The distance parameter represents that this particular set of LOD commands should be run when the camera is farther than distance away from the model. The commands allow you to replace various materials, textures, etc.
Level of Detail commands you can include in the LOD block:
replacebone (original bone) (replacement bone)
- Causes a bone to be used in place of the original bone in the reference model. This can be useful for collapsing all of the bones in the hand together. Instead of using the ‘finger’ bone, the finger could just be tied to the ‘hand’ bone.
bonetreecollapse (bone name)
- Causes all child bones of the specified bone to use the specified bone instead of whatever they currently are attached to. It’s a simpler way to use replacebone in the case where you want to collapse a large number of bones; hands especially can use this feature.
replacemodel (model name) (replacement model) [reverse]
- Causes the source model to be replaced with a different model. If reverse is specified, the normals of the replacement model are reversed. If the replacement model name is ‘blank’, then the source model is not rendered at all. This is used to replace the model with lower polygon-count versions.
removemodel (model name)
- Causes the model to not be rendered at this LOD.
replacematerial (original material name) (replacement material name)
- Replaces all instances of a particular material on a model with a different material. This can be used to remove expensive shaders like Normal Maps or the eye shader.
removemesh (material name)
- Removes all the triangles attached to the named material from this LOD.
nofacial
- Causes facial animation to be deactivated for this LOD.