Difference between revisions of "Tree"
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==Tree Dialog== | ==Tree Dialog== | ||
*'''ID:''' The editor ID for the object | *'''ID:''' The editor ID for the object | ||
*'''Trunk Flexibility:''' | *'''Trunk Flexibility:''' Controls animation of the root bone in a skinned mesh (horizontal only) | ||
*'''Branch Flexibility:''' | *'''Branch Flexibility:''' Controls animation of secondary bones connected to the trunk (horizontal and vertical) | ||
*'''Leaf Amplitude:''' Amplitude of the swaying animation | *'''Leaf Amplitude:''' Amplitude of the swaying animation in leaf parts of the mesh | ||
*'''Leaf Frequency:''' Frequency of the animation (how fast it moves) | *'''Leaf Frequency:''' Frequency of the animation (how fast it moves) | ||
*'''Tree Model:''' The model used for the object | *'''Tree Model:''' The model used for the object | ||
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==Notes== | ==Notes== | ||
*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. | *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. | |||
==See Also== | ==See Also== | ||
*[https://wiki.beyondskyrim.org/wiki/File:BSLeafAnim.png | *[https://wiki.beyondskyrim.org/wiki/File:BSLeafAnim.png Leaf animation rigging tutorial by Mathy (Beyond Skyrim: Black Marsh 3D co-lead).] | ||
[[Category:WorldObjects]] | [[Category:WorldObjects]] |
Revision as of 14:27, 19 February 2021
Trees are objects that can be placed in the world.
Tree Dialog
- 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
- 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
- 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.