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.
Properties
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.