Reference mesh: Difference between revisions
Jump to navigation
Jump to search
TomEdwards (talk | contribs) No edit summary |
TomEdwards (talk | contribs) m (→Implementation) |
||
Line 18: | Line 18: | ||
;<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 05:18, 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
$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.