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gamedev:deigde:editors:skin [2020/04/04 15:57] – [IGDE Skin Editor] dragonlordgamedev:deigde:editors:skin [2021/05/31 13:57] (current) dragonlord
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 <WRAP group> <WRAP group>
-<WRAP half column> +<WRAP column> 
-{{ :gamedev:deigde:editors:editor_skin.jpg?direct&400 |Skin editor preview}}+{{:gamedev:deigde:editors:editor_skin.jpg?direct&400|Skin editor preview}} 
 +</WRAP> 
 +<WRAP column> 
 +{{:gamedev:deigde:editors:editor_skin2.jpg?direct&400|Skin editor preview constructed view}} 
 +</WRAP>
 </WRAP> </WRAP>
  
-<WRAP half column> +<WRAP group> 
-{{ :gamedev:deigde:editors:editor_skin2.jpg?direct&400 |Skin editor preview constructed view}}+<WRAP column> 
 +{{youtube>CBKjLXaabm4?medium}} 
 +</WRAP> 
 +<WRAP column> 
 +{{youtube>npBzQorenrg?medium}} 
 +</WRAP> 
 +<WRAP column> 
 +{{youtube>RhtON45Oiic?medium}}
 </WRAP> </WRAP>
 </WRAP> </WRAP>
  
 ====== Texture ====== ====== Texture ======
 +
 +{{ :gamedev:deigde:editors:editor_skin_texture.png?nolink|Texture panel}}
  
 Shows the list of all **Textures** in the skin. Textures have a unique **Name** which is used to match textures in //Model// resources. The texture name in the //Model// resource is the master name so match adjust skin texture names to match. Shows the list of all **Textures** in the skin. Textures have a unique **Name** which is used to match textures in //Model// resources. The texture name in the //Model// resource is the master name so match adjust skin texture names to match.
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 <WRAP clear/> <WRAP clear/>
  
-===== Preview Video ===== +====== Constructed View ======
-<WRAP group> +
-<WRAP half column centeralign> +
-https://youtu.be/CBKjLXaabm4 \\ +
-Skin Editor Preview Video +
-</WRAP> +
-<WRAP half column centeralign> +
-https://youtu.be/npBzQorenrg \\ +
-Constructed Textures +
-</WRAP> +
-</WRAP>+
  
-<WRAP group> +The **Constructed View** is used to edit //Constructed// texture properties. This allows to define the content of a property using a vector graphic application type approach. Using constructed textures allows to increase the variety of textures in your game without needing to create individual variants of images. This not only reduces the work load but also memory consumption and reduces the final *.delga size. Constructed images are static in nature. 
-<WRAP half column centeralign+ 
-https://youtu.be/RhtON45Oiic \\ +Use the <key>MOUSE_RIGHT</key> context menu to add, remove and manipulate nodes. 
-Special Effect with Constructed Textures + 
-</WRAP+Nodes can be grouped to manipulate them as a unit. To enter a group <key>MOUSE_LEFT</key> **double-click** on the node group or use the context menu //Enter Group//. To exit a group <key>MOUSE_LEFT</key> **double-click** outside the group or use the context menu //Exit Group//. 
-<WRAP half column centeralign+ 
-</WRAP>+To **Group Nodes** select/unselect them using <key>SHIFT-MOUSE_LEFT</key>. Once you have all nodes selected use the context menu //Group Nodes// to group them. 
 + 
 +To **Ungroup Nodes** select the node group by <key>MOUSE_LEFT</key> then use the context menu //Ungroup nodes//. 
 + 
 +When a node or node group is selected a bunch of edit points are shown around the node. 
 + 
 +To **Move** the node <key>MOUSE_LEFT</key> inside the node without hitting any edit points and **drag** the node to the desire location. 
 + 
 +To **Resize** the node <key>MOUSE_LEFT</key> on the <typo fc:blue>**blue arrows**</typo> to resize the node into the direction the arrow points. 
 + 
 +To **Rotate** the node <key>MOUSE_LEFT</key> on the <typo fc:#ff4000>**orange arrows**</typo> to rotate around the center of the node. 
 + 
 +To **Shear** the node <key>MOUSE_LEFT</key> on the <typo fc:green>**green arrows**</typo> to shear along the direction the arrows points. 
 + 
 +To **Rearrange** the node press: 
 +  * <key>HOME</keyto raise the node to the top 
 +  <key>END</keyto lower the node to the bottom 
 +  * <key>PAGE_UP</key> to raise the node above the node right above it 
 +  * <key>PAGE_DOWN</key> to lower the node below the node right below it 
 + 
 +To **Delete** the node press <key>DEL</key>
 + 
 +To clear the selected node click into empty space outside any node. 
 + 
 +At the bottom right you can change the **Zoom Factor** as well as panning the canvas. 
 + 
 +Next to the zoom combo box you find **Layer Selection** spin button. The constructed texture property has not only a //Width// and //Height// but also a //Depth// which usually is 1. Depths larger than 1 are used for environment maps or variation properties. Each layer represents a variation in this context. You can switch between the layers by using the //Layer// selection spin button. 
 +<WRAP center round info 60%> 
 +Nodes have a 3-point value to define their position and size. The third point is the //Starting Layer//. If a node has a size with a third component larger than 1 then the node spans multiple layers. Hence a node with position.z=2 and size.z=3 will be visible on layers 2, 3 and 4 (with 0 being the first layer).
 </WRAP> </WRAP>
 +<WRAP clear/>
 +
 +====== Node ======
 +
 +{{ :gamedev:deigde:editors:editor_skin_node.png?nolink|Node panel}}
 +
 +Shows list of **Nodes** in the selected texture property if it is of value type //Constructed//. The parameters of the selected node are shown below.
 +
 +The **Node** panel contains general parameters in common to all node types.
 +
 +The **Mask** field below shows the mask node assigned. Mask nodes hide parts of the nodes they are assigned to. White color is visible while black color is hidden. Gray scale values in betwen produce transparency effects.
 +
 +Below is the panel showing node type specific parameters.
 +<WRAP clear/>
 +
 +====== Dynamic Skin ======
 +
 +{{ :gamedev:deigde:editors:editor_skin_dynamicskin.png?nolink|}}
 +
 +Allows to edit a preview [[gamedev:renderables|Dynamic Skins]] to test how a skin behaves if a dynamic skin is used in-game.
 +
 +The **Name** parameter is the unique name of the renderable. It has to matcht the renderable name used in properties.
 +
 +The **Type** parameter defines the //Renderable Type//. This defines how the renderable content is defined. The panel below changes depending on the value type selected.
 +<WRAP clear/>
 +
 +====== View ======
 +
 +{{ :gamedev:deigde:editors:editor_skin_view.png?nolink|}}
 +
 +The **Preview** panel defines the **Model** and **Rig** resource to use to preview the skin. Without a model skin is visible.
 +
 +The **Animation** and **Move** parameter allows to assign an //Animation// resource to play an animation while previewing the skin.
 +
 +The **Rewind Textures** button resets the textures. This is useful to test animated textures, especially those not playing in a loop.
 +
 +The **Sky** panel defines the **Sky** resource to use in the preview view.
 +
 +The **Environment Object** panel defines the **Object Class** to use as environment the rig is previewed in.
 +
 +The **Camera** panel shows the parameters of the camera in the preview view. The values can be manually edited.
 +<WRAP clear/>
 +
  
gamedev/deigde/editors/skin.1586015854.txt.gz · Last modified: 2020/04/04 15:57 by dragonlord