Difference between revisions of "Tree"
Jump to navigation
Jump to search
imported>Thingy Person |
(→Notes: Ini tweak to fix CK hitbox for skinned trees) Tags: Mobile web edit Mobile edit |
||
(One intermediate revision by one other user not shown) | |||
Line 25: | Line 25: | ||
**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 | *[[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.
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