Secondary bones
This section describes the setup of secondary bones, which are a visual complement to the primary bones of model Components.
Last updated
This section describes the setup of secondary bones, which are a visual complement to the primary bones of model Components.
Last updated
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.
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:
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.
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 L
or 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.
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.
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
.