Difference between revisions of "Tree"

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(→‎Notes: Ini tweak to fix CK hitbox for skinned trees)
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**Leaf Amplitude and Leaf Frequency parameters relate to 2D parts of a mesh that have been converted to BSLeafAnimNodes and vertex painted.
**Leaf Amplitude and Leaf Frequency parameters relate to 2D parts of a mesh that have been converted to BSLeafAnimNodes and vertex painted.
**Trunk Flexibility and Branch Flexibility control animation of 2D and 3D parts of a skinned mesh (converted to BSTreeNodes). The Trunk is the root bone and can only move along the x and y axes (to prevent the tree flopping up and down), whereas Branches are the secondary bones and can move in all directions.
**Trunk Flexibility and Branch Flexibility control animation of 2D and 3D parts of a skinned mesh (converted to BSTreeNodes). The Trunk is the root bone and can only move along the x and y axes (to prevent the tree flopping up and down), whereas Branches are the secondary bones and can move in all directions.
* [[Weather#Wind Speed|Wind Speed]] is known to affect BSTreeNode animations, but may or may not also affect BSLeadAnimNodes.
*[[Weather#Wind Speed|Wind Speed]] is known to affect BSTreeNode animations, but may or may not also affect BSLeafAnimNodes.
*In the Special Edition version of the Creation Kit, there is a bug where references to skinned trees have oversized bounding boxes in the render window, making it difficult to select other objects when they are present.
**This can be circumvented with the following ini tweak in CreationKitPrefs.ini:
[Trees]
bRenderSkinnedTrees=0


==See Also==
==See Also==

Latest revision as of 09:23, 15 August 2024

Trees are objects that can be placed in the world.

TreeWindow.png

Tree Dialog[edit | edit source]

  • ID: The editor ID for the object
  • Trunk Flexibility: Controls animation of the root bone in a skinned mesh (horizontal only)
  • Branch Flexibility: Controls animation of secondary bones connected to the trunk (horizontal and vertical)
  • Leaf Amplitude: Amplitude of the swaying animation in leaf parts of the mesh
  • Leaf Frequency: Frequency of the animation (how fast it moves)
  • Tree Model: The model used for the object
    • Edit: Change the model
  • Name: In game display name

Ingredient Production[edit | edit source]

  • Ingredient: The ingredient item that is produced when the tree is harvested
  • Harvest Sound: The sound to play when being harvested
    • Spring: Chance of harvesting during spring
    • Summer: Chance of harvesting during summer
    • Fall: Chance of harvesting during fall
    • Winter: Chance of harvesting during winter

Notes[edit | edit source]

  • Flexibility/Amplitude/Frequency parameters are highly dependent on the structure of the specific mesh and must be fine-tuned on a case by case basis, although a good starting point might be 3 for leaf amplitude and 1 for leaf frequency.
    • Leaf Amplitude and Leaf Frequency parameters relate to 2D parts of a mesh that have been converted to BSLeafAnimNodes and vertex painted.
    • Trunk Flexibility and Branch Flexibility control animation of 2D and 3D parts of a skinned mesh (converted to BSTreeNodes). The Trunk is the root bone and can only move along the x and y axes (to prevent the tree flopping up and down), whereas Branches are the secondary bones and can move in all directions.
  • Wind Speed is known to affect BSTreeNode animations, but may or may not also affect BSLeafAnimNodes.
  • In the Special Edition version of the Creation Kit, there is a bug where references to skinned trees have oversized bounding boxes in the render window, making it difficult to select other objects when they are present.
    • This can be circumvented with the following ini tweak in CreationKitPrefs.ini:
[Trees]
bRenderSkinnedTrees=0

See Also[edit | edit source]