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  • Gem RTS v1 Documentation
  • Foundational Knowledge
    • Game local files and Player Profile locations
    • Game resource architecture
      • Packages
      • Package file structure
    • Basic knowledge about configuration files
      • Include instruction
      • Define instruction
      • Mod instruction
  • Mod Development
    • Creating mod
    • Advanced package configuration
    • Creating Settings templates
  • Editor
    • Camera control in the Editor
    • Useful Editor shortcuts and Console commands
    • Map Editor
      • Creating a new map
      • Scene Editor
      • Entity Editor
      • Landscape Editor
        • Heights Editor
        • Polygons Editor
        • Terrains Editor
        • Color Editor
        • Flags Editor
        • Material Editor
        • Grass Editor
        • Foliage Editor
      • Water Editor
      • Specifics of Map Editing
        • Creating destroyed vehicle entities for map entourage
        • Creating terrain folds
          • Creating Ground Surface relief
          • Rock and cliff entities
        • Stone entities
        • Entity for water sound effects
        • Building entities
      • Creating a minimap
    • Mission Editor
      • Mission Properties Editor
    • FX Editor
    • Environment Editor
      • Basic knowledge about HDR
      • Creating environment preset
      • Setting Environment preset parameters
    • Debug Tools
      • Console
      • Debug Processes Window
      • Render Layer List Window
    • Simulation Mode
  • Textures and Materials
    • Physically Based Rendering
      • Texture compression formats in GEM RTS
      • PBR parameters
      • Texture Conversion in Gem RTS
      • Texture conversion to PBR materials using Nvidia Texture Exporter
  • Modeling
    • 3ds Max Plugin
    • Vehicle Model Setup Pipeline
      • Bone hierarchy in vehicle models
        • Body
        • Turret
        • Engine
        • Gun
        • Secondary bones
        • Transmission
          • Сhassis mechanisms
  • Localization
    • Variable strings in localization
    • Adding a new localization language
  • Game settings
    • Movement on slopes
    • Configuration of movement types for human units
    • Configuring entity interaction with wind
    • Sensor
    • User control sound
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  • The body bone configuration
  • Elements linked to the body bone
  1. Modeling
  2. Vehicle Model Setup Pipeline
  3. Bone hierarchy in vehicle models

Body

Last updated 3 months ago

The body bone configuration

The body bone serves as the primary visible part of the model that corresponds to the Hull component. The body bone is linked to the basis bone.

Properties of the body bone:

poly

Makes the hull of the vehicle visible.

ID=body

Unique identifier for the "Hull" component.

Animation

Specifies animation name and parameters, separated by commas:

  • break: hull destruction animation (if applicable)

  • repair: hull repair animation for the X-model (if applicable).

Elements linked to the body bone

  • Primary component bones:

    • turret;

    • engine;

    • cabin: vehicle cabin;

    • transmission elements.

  • Secondary bones:

    • detail: additional visual elements of the hull;

    • сover;

    • shield: additional armor parts;

    • enumerator: vehicle identifier (if applicable).

  • Volumes:

    • body_vol: volumes for armor and collision calculations;

    • ram_vol: volume for ramming calculations;

    • and other types of volumes in the presence of corresponding model components.

  • Helper bones:

    • visor2: vision bone aligned with the movement vector;

    • emit: passenger and crew entry points into the vehicle;

    • seat: passenger seating points on the armor;

    • mgun: machine gun bones;

    • effectors for headlights and brake lights.

The body bone linked to the basis bone
Properties window of the body bone
Properties window of the body bone