WrapTarget
The WrapTarget object defines a target. A target is the 3D body with only an outer surface, or an Outer Cage.
This target, often an Avatar, is what 3D accessories (using WrapLayer) will be applied to, allowing multiple accessories items to naturally layer over the source target.
요약
속성
Sets color used for the debug rendering. See WrapTarget.DebugMode.
- 복제되지 않음스크립팅할 수 없음병렬 읽기
Allows switching between different debugging visualization modes for cage meshes.
Defines how much the body mesh can be compressed by clothing.
- 병렬 읽기
Asset ID for cage mesh.
- 병렬 읽기
Cage mesh offset relative to parent MeshPart.
- 읽기 전용복제되지 않음병렬 읽기
Cage mesh offset in world space.
- 스크립팅할 수 없음병렬 읽기
- 병렬 읽기
Describes where a global zero was while authoring the cage mesh in an asset creation tool.
- 읽기 전용복제되지 않음병렬 읽기
Describes where the origin (in world space) was while authoring the cage mesh in an asset creation tool.
속성
DebugMode
Allows switching between different debugging visualization modes for cage meshes.
Stiffness
Defines how much the body mesh can be compressed by clothing. Super tight clothing may lead to an intersection between the clothing mesh and body mesh. To solve this visual artifact, the deformer can compress the body mesh slightly to solve possible intersections.
Valid range is 0 to 1. A value of 0 will compress the body mesh as much as necessary to ensure that the intersections are eliminated (visible body parts might look a little bit deformed). A value of 1 will prevent the body mesh from being compressed (may lead to visible intersections or Z-fighting). A value of 0.9 (default) is a reasonable default that solves most of the intersections without introducing any significant body deformation.