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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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On this page
  • Visual details
  • Hatches
  • Add-on armor shields bones
  • Shield attachment bones
  • Vehicle identification number
  1. Modeling
  2. Vehicle Model Setup Pipeline
  3. Bone hierarchy in vehicle models

Secondary bones

This section describes the setup of secondary bones, which are a visual complement to the primary bones of model Components.

Last updated 3 months ago

Visual details

Meshes of additional geometric elements that introduce visual variety to the model without affecting its functionality are referred to as detail bones. When the model spawns in-game, these bones are selected randomly, creating different visual variations.

Each detail bone must have a unique name in the format detail<N> , <N> is a sequential number, and be linked in the bone hierarchy to the primary bone of the Component it visually belongs to. For example, if it adds elements to the hull, it should be linked to the body bone (id=body), while one affecting the turret should be linked to the turret bone (id=turret).

Each detail bone must have a unique name, achieved by adding a sequential number to its name, e.g., detail1, detail2, etc.

Properties of detail bones:

poly

Indicates that the bone will be visible.

ID=<value>

Specifies the identifier of the component to which the bone belongs.

Animation (optional)

No volumes are required for detail bones. The game engine does not support volumes of this type.


Hatches

Meshes representing hatches are assigned to cover bones.

Depending on the functional design of the hatch, it may consist of multiple independent parts. In this case, each part must be represented by a separate cover bone.

Each cover bone must be linked in the bone hierarchy to the primary bone of the Component to which the hatch belongs. The bone name must be unique and follow the format cover<N>, where <N> is a sequential number (cover1, cover2, etc.).

The ID of the cover bone must match the identifier of the Component to which the hatch belongs.

Properties of cover bones:

Property
Description

poly

Indicates that the bone will be visible.

ID=<value>

Specifies the identifier of the Component to which the hatch belongs.

AnimationResume=open,cover

Defines the animation name. This animation plays when the tank crew member enters or exits the vehicle.

No volumes are required for cover bones. The game engine does not support volumes of this type.


Add-on armor shields bones

f the model includes add-on armor, it can be configured as part of the vehicle's armor system. Each armor piece can be set up as a unique element by separating the mesh into individual shields and assigning each a unique identifier: ID=shield<N>, where <N> is a unique identifier segment.

In most cases, add-on armor shields are symmetrical. Therefore, the <N> index in the name can include a combination of Lor R to indicate whether the shield belongs to the left or right side, along with a sequential number. For example: shieldL1, shieldR1.

Properties of shield bones:

poly

Makes the armor shield visible.

ID=shield<N>

Unique identifier of the shield. <N> represents the shield number.

A volume shield<N>_vol is linked to the corresponding shield<N> bone, defining the physical volume of the armor.

Shield attachment bones

Each shield is also linked to its own attachment bone, shield_binding<N>. These bones serve as anchor points for the shields and define their movement and destruction behavior.

A shield_binding bone can be either:

  • An auxiliary invisible bone that exists purely for positioning and hierarchy purposes.

  • A part of the shield mesh itself, acting as the attachment point.

In the bone hierarchy, shield_binding<N> bones must be linked to the primary bone of the Сomponent to which the shield is attached. For example:

  • If the shield is part of the hull, the attachment bone should be linked to body.

  • If the shield is part of the turret, it should be linked to turret.

If the model supports destruction effects for shields, animations or physics constraints can be applied to these attachment bones.

Properties of shield_binding bones:

poly (optional)

If the attachment bone is part of the mesh, this property determines its visibility.

ID=shield_binding<N>

Unique identifier of the attachment point. <N> represents the shield number.

No volumes are required for shield_binding bones. The game engine does not support volumes of this type.


Vehicle identification number

The enumerator bone represents a model composed of three (or six for U.S. vehicles) polygons, each assigned a unique id material corresponding to textures displaying the identification number.

Number attachment to a model component

In the bone properties, the ID of the component where the unit number is visually applied must be specified. For tank models, this is typically ID=body or ID=turret.

Cover bones
Add-on armor shields and their bones
Shield bone hierarchy
Enumerator bone hierarchy
Shield bone hierarchy