WrapLayer
The WrapLayer object defines a 3D accessory's inner and outer surfaces and other properties related to layering accessories. These surfaces, or the Inner Cage and Outer Cage, are similar to collision boxes, and describe the surfaces of which other 3D accessories can be placed without clipping or breaking.
Internally, WrapLayer also uses the UV layout of the Inner and Outer cages to match coordinates to another 3D object's cage. This powers the deformation of objects around differently shaped avatars and underlying accessories.
Summary
Properties
CFrame is used to adjust a binding point for clothing item mesh. Could be used to move and rotate clothing items. This property is intended for fine-tuning only and it is heavily optional.
Sets color used for the debug rendering. See WrapTarget.DebugMode.
Allows switching between different debugging visualization modes for cage meshes.
Allows for disabling of the WrapLayer object as if it does not exist.
Controls the composition order for layered clothing.
Controls how much underlying clothing items inflate the current clothing item.
AssetID for reference mesh used to define Inner Cage of a 3D object.
Reference mesh offset relative to parent MeshPart (in the parent MeshPart space)
Note: this property is set up automatically by the FBX importer.
Reference mesh offset relative to parent MeshPart (in the world space)
Note: this property is set up automatically by the FBX importer.
Allows slight shrinking/expanding of the resulting render mesh, without affecting any other layers.
Asset ID for cage mesh.
Cage mesh offset relative to parent MeshPart.
Cage mesh offset in world space.
Describes where a global zero was while authoring the cage mesh in an asset creation tool.
Describes where the origin (in world space) was while authoring the cage mesh in an asset creation tool.
Properties
AutoSkin
BindOffset
This property is intended for fine-tuning purposes and is highly optional.
CFrame to adjust a binding point for a clothing item mesh. Allows for fine-tuning of clothing items (slight adjustment of position/rotation to get a unique look) in contexts such as community-made avatar editors.
DebugMode
Allows switching between different debugging visualization modes for cage meshes.
Order
Controls the composition order for layered clothing. Clothing items with higher order will appear on top of clothing items with lower order. If two items have the same order, the deformer composition order is ambiguous and depends on serialization order. Default value is 1.
Puffiness
Controls how much underlying clothing items inflate the current clothing item.
Valid range is -1 to 1. A value of -1 compresses the clothing, body, and all underlying layers such that the clothing itself takes the shape of the body. A value of 0 makes the clothing item fit as if it was the only piece of clothing being worn, compressing all underlying layers. A value of 1 (default) never compresses anything and infinitely inflates over underlying clothing items.
ReferenceMeshContent
ReferenceMeshId
AssetID for reference mesh used to define Inner Cage of a 3D object
Reference mesh is used to define standard topology and UV coordinates for index matching. It is expected that for all catalog avatars, this will point to one of 15 standard reference meshes provided by Roblox. But for some NPCs or a custom avatar system, this might point to other meshes.
Note: this property is set up automatically by the FBX importer
ReferenceOrigin
Reference mesh offset relative to parent MeshPart (in the parent MeshPart space)
Note: this property is set up automatically by the FBX importer
ReferenceOriginWorld
Reference mesh offset relative to parent MeshPart (in the world space)
Note: this property is set up automatically by the FBX importer
ShrinkFactor
This property is intended for fine-tuning purposes and is highly optional.
Allows slight shrinking/expanding of the resulting render mesh, without affecting any other layers. This is useful in rare cases when the clothing mesh does not precisely fit the underlying clothing layers (the cage is usually slightly overestimated atop the real shape to avoid layer interpenetration). Even slight overestimation has the tendency to accumulate, especially when there are a lot of layers. While this is usually not critical, some items like backpacks may be problematic.
Valid range is -1 to 1. A value of -1 will maximally expand while a value of 1 will maximally shrink. A value of 0 (default) has no effect.