Reference mesh
		
		
		
		Jump to navigation
		Jump to search
		
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.