Reference mesh: Difference between revisions
		
		
		
		
		
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				TomEdwards (talk | contribs)  m (→Implementation)  | 
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;<code>[[$body]]</code>  | ;<code>[[$body]]</code>  | ||
:A basic reference mesh.  | :A basic reference mesh.  | ||
;<code>[[$model]]</code>  | ;<code>[[$model (QC)|$model]]</code>  | ||
:A reference mesh with [[facial animation]].  | :A reference mesh with [[facial animation]].  | ||
;<code>[[$bodygroup]]</code>  | ;<code>[[$bodygroup]]</code>  | ||
Revision as of 04:18, 3 May 2008
In Source, a Reference mesh (sometimes body, envelope or skin) defines some or all of a model's rendered geometry and its skeleton. A model needs at least one reference mesh or it will not be visible in the world and will not be able to animate properly.
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 
$lodto 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.