Set canvas render material for sprites
This commit is contained in:
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@@ -14,7 +14,7 @@
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<p>
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The main properties panel is where a majority of settings for the material is set.
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</p>
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<p><img src="images/serenity_material_properties.png" ></p>
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<p><img src="images/serenity_material_properties.png" width=600 height=600></p>
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<p>
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<br>
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</p>
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@@ -25,6 +25,16 @@
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<p>
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<br>
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</p>
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<p>
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The FX Varialbe panel is where you can set variables that are used to control FX Materials. Check the SetMaterialConstant() function for info on which variables are available on which materials.
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</p>
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<p><img src="images/serenity_fx_var_panel.png" ></p>
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<br><p>Related:
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<a href="setmaterialconstant.html">SetMaterialConstant</a>
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</p>
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<p>
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<br>
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</p>
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<p>
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The material preview allows you to view the current material on a mesh.
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</p>
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@@ -26,12 +26,12 @@
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<br>
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</p>
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<p>
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The mesh preview window has the same controls as the material preview.
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The mesh preview window has the same controls as the material preview. Hold the middle mouse button down and move the mouse left/right to rotate around the mesh.
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</p>
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<p>
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Hold the middle mouse button down and move the mouse left/right to rotate around the mesh.
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In the ID panel, you can set the ID and choose a separate mesh for collision data.
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</p>
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<p><img src="images/serenity_mesh_editor.png" width=640 height=400></p>
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<p><img src="images/mesh_id_panel.png" width=750 height=150></p>
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<ol>
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<li>
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ID - Must be a valid RCBasic variable
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@@ -40,16 +40,52 @@
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File - The file the mesh was loaded from
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</li>
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<li>
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Materials - Add materials and set them
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Collider - You can select another mesh to use for collision geometry
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</li>
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</ol>
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<p>
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<br>
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</p>
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<p>
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The material panel is where you can set materials for a mesh.
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</p>
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<p><img src="images/mesh_material_panel.png" width=600 height=240></p>
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<ol>
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<li>
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Animations - Add and remove animations from mesh
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Add - Add a material to the mesh
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<ul>
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<li>
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NOTE: MD2 meshes will load default animations
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Meshes can have more than one material if there are multiple materials on the 3D model
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</li>
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</ul>
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</li>
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<li>
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Remove - Removes the selected mesh
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</li>
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<li>
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Set/UnSet - Sets or Clears a material slot
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</li>
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</ol>
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<p>
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<br>
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</p>
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<p>
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The animation panel is pretty simplistic. You can't modify any frames. You only assign which frames belong to an animation ID for reference in your project.
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</p>
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<p><img src="images/mesh_animation_panel.png" width=600 height=240></p>
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<ol>
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<li>
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Animation ID - This is the name you want attached to the animation
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</li>
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<li>
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Start Frame - The first frame of the animation
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</li>
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<li>
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End Frame - The last frame of the animation
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</li>
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<li>
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Speed - The speed in frames per second of the animation
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</li>
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</ol>
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<p>
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@@ -25,6 +25,13 @@
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<p>
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<br>
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</p>
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<p>
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The project tree is where the project is organized. To be able to add actors to a project there must be an active stage. <br> NOTE: A stage will be bold in the tree view when its active.
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</p>
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<p><img src="images/sn_project_tree.png" width=300 height=300></p>
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<p>
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<br>
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</p>
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<p>
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The scene view is where most of the work is done.
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</p>
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Binary file not shown.
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Before Width: | Height: | Size: 50 KiB After Width: | Height: | Size: 40 KiB |
@@ -14,7 +14,7 @@
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<p>
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The main properties panel is where a majority of settings for the material is set.
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</p>
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<p><img src="images/serenity_material_properties.png" ></p>
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<p><img src="images/serenity_material_properties.png" width=600 height=600></p>
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<p>
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<br>
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</p>
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@@ -25,6 +25,16 @@
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<p>
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<br>
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</p>
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<p>
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The FX Varialbe panel is where you can set variables that are used to control FX Materials. Check the SetMaterialConstant() function for info on which variables are available on which materials.
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</p>
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<p><img src="images/serenity_fx_var_panel.png" ></p>
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<br><p>Related:
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<a href="setmaterialconstant.html">SetMaterialConstant</a>
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</p>
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<p>
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<br>
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</p>
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<p>
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The material preview allows you to view the current material on a mesh.
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</p>
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@@ -5,7 +5,7 @@ The material editor allows you to create, edit, and view materials. On the left
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The main properties panel is where a majority of settings for the material is set.
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#image "images/serenity_material_properties.png"
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#image "images/serenity_material_properties.png", w=600, h=600
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<br>
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@@ -13,6 +13,11 @@ The texture panel is where you set textures for the material. Each material can
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#image "images/serenity_material_texture_panel.png"
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<br>
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The FX Varialbe panel is where you can set variables that are used to control FX Materials. Check the SetMaterialConstant() function for info on which variables are available on which materials.
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#image "images/serenity_fx_var_panel.png"
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#ref SetMaterialConstant
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<br>
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The material preview allows you to view the current material on a mesh.
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#list ul
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@@ -26,12 +26,12 @@
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<br>
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</p>
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<p>
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The mesh preview window has the same controls as the material preview.
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The mesh preview window has the same controls as the material preview. Hold the middle mouse button down and move the mouse left/right to rotate around the mesh.
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</p>
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<p>
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Hold the middle mouse button down and move the mouse left/right to rotate around the mesh.
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In the ID panel, you can set the ID and choose a separate mesh for collision data.
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</p>
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<p><img src="images/serenity_mesh_editor.png" width=640 height=400></p>
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<p><img src="images/mesh_id_panel.png" width=750 height=150></p>
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<ol>
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<li>
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ID - Must be a valid RCBasic variable
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@@ -40,16 +40,52 @@
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File - The file the mesh was loaded from
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</li>
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<li>
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Materials - Add materials and set them
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Collider - You can select another mesh to use for collision geometry
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</li>
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</ol>
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<p>
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<br>
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</p>
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<p>
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The material panel is where you can set materials for a mesh.
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</p>
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<p><img src="images/mesh_material_panel.png" width=600 height=240></p>
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<ol>
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<li>
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Animations - Add and remove animations from mesh
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Add - Add a material to the mesh
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<ul>
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<li>
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NOTE: MD2 meshes will load default animations
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Meshes can have more than one material if there are multiple materials on the 3D model
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</li>
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</ul>
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</li>
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<li>
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Remove - Removes the selected mesh
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</li>
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<li>
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Set/UnSet - Sets or Clears a material slot
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</li>
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</ol>
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<p>
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<br>
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</p>
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<p>
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The animation panel is pretty simplistic. You can't modify any frames. You only assign which frames belong to an animation ID for reference in your project.
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</p>
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<p><img src="images/mesh_animation_panel.png" width=600 height=240></p>
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<ol>
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<li>
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Animation ID - This is the name you want attached to the animation
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</li>
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<li>
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Start Frame - The first frame of the animation
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</li>
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<li>
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End Frame - The last frame of the animation
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</li>
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<li>
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Speed - The speed in frames per second of the animation
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</li>
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</ol>
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<p>
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@@ -10,17 +10,36 @@ The mesh editor performs the following functions
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<br>
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The mesh preview window has the same controls as the material preview.
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Hold the middle mouse button down and move the mouse left/right to rotate around the mesh.
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#image "images/serenity_mesh_editor.png", w=640, h=400
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In the ID panel, you can set the ID and choose a separate mesh for collision data.
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#image "images/mesh_id_panel.png", w=750, h=150
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#list ol
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#li ID - Must be a valid RCBasic variable
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#li File - The file the mesh was loaded from
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#li Materials - Add materials and set them
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#li Animations - Add and remove animations from mesh
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#list ul
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#li NOTE: MD2 meshes will load default animations
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#/list
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#li Collider - You can select another mesh to use for collision geometry
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#/list
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<br>
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The material panel is where you can set materials for a mesh.
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#image "images/mesh_material_panel.png", w=600, h=240
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#list ol
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#li Add - Add a material to the mesh
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#list ul
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#li Meshes can have more than one material if there are multiple materials on the 3D model
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#/list
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#li Remove - Removes the selected mesh
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#li Set/UnSet - Sets or Clears a material slot
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#/list
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<br>
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The animation panel is pretty simplistic. You can't modify any frames. You only assign which frames belong to an animation ID for reference in your project.
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#image "images/mesh_animation_panel.png", w=600, h=240
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#list ol
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#li Animation ID - This is the name you want attached to the animation
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#li Start Frame - The first frame of the animation
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#li End Frame - The last frame of the animation
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#li Speed - The speed in frames per second of the animation
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#/list
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@@ -25,6 +25,13 @@
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<p>
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<br>
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</p>
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<p>
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The project tree is where the project is organized. To be able to add actors to a project there must be an active stage. <br> NOTE: A stage will be bold in the tree view when its active.
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</p>
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<p><img src="images/sn_project_tree.png" width=300 height=300></p>
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<p>
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<br>
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</p>
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<p>
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The scene view is where most of the work is done.
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</p>
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@@ -9,6 +9,14 @@ The scene editor performs the following functions
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#/list
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<br>
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The project tree is where the project is organized. To be able to add actors to a project there must be an active stage.
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<br>
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NOTE: A stage will be bold in the tree view when its active.
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#image "images/sn_project_tree.png", w=300, h=300
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<br>
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The scene view is where most of the work is done.
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#image "images/serenity_scene_editor.png", w=640, h=400
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