Skin Manager
At the left side of the panel you'll see a list of skins of the model. You can select one by single clicking it.
| Set Skin | Assign the selected skin to the mesh subset that consists of all currently selected model faces or groups*. If the model has only one skin, it is automatically assigned to all faces. |
| Skin Editor | Open the Skin Editor with the selected skin. The skin editor allows to paint onto the skin, export skin textures, or manually edit the mapping. |
| Skin Settings | Open the Skin Settings Panel to edit the skin name, the skin material, load an effect or shader to the skin, import a texture from a file, or assign an external texture file. |
| New Skin | Add a new skin after the selected skin, and opens the Skin Settings Panel. A skin name is created (default: skin1, skin2 etc.) |
| Duplicate Skin | Duplicate the current skin. |
| Delete Skin | Delete the current skin. |
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| Export to ASC | Export the skin settings to a text file. |
| Import from ASC | Import the skin settings from a text file. |
*
Every mesh subset is rendered in a separate
pass; thus the model rendering time depends on the number of subsets with
assigned skins. When rendering, the first skin can be changed through the
entities' skin parameter.
This way certain model faces, for instance the clothing, can be drawn with
different skins. Faces not assigned to the first skin are always drawn
with their assigned skin, regardless of the skin parameter. Further
skins not assigned to any faces can be used for shaders or effects.
Any additional skins that belong to a subset must immediately
follow the skin that is assigned to that subset. For instance, let's assume
that an entity has 3 mesh subsets, and the following skin assignments:
Skin1 -> assigned to subset 1
Skin2 -> unassigned (normal map for subset 1)
Skin3 -> subset 2
Skin4 -> unassigned (normal map for subset 2)
Skin5 -> subset 3
Skin6 -> unassigned (normal map for subset 3)
Skin7 -> unassigned
Skin8 -> unassigned
The 3 subsets are rendered in 3 passes, where the assigned skin is always entSkin1 and
the normal map is always entSkin2:
In
render pass 1, Skin1 is used for entSkin1, Skin2 for entSkin2,
Skin7 for entSkin3, and Skin8 for entSkin4.
In render pass 2, Skin3 is used for entSkin1, Skin4 for entSkin2,
Skin7 for entSkin3, and Skin8 for entSkin4.
In render pass 3, Skin5 is used for entSkin1, Skin6 for entSkin2,
Skin7 for entSkin3, and Skin8 for entSkin4.