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feat: more info
authored
Jul 08, 2026
by
Taiyou06
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Modeling/Bone-Behaviors.md
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@@ -118,6 +118,9 @@ use this behavior. Otherwise, check the [Tail](/Modeling/Bone-Behaviors#tail) be
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@@ -118,6 +118,9 @@ use this behavior. Otherwise, check the [Tail](/Modeling/Bone-Behaviors#tail) be
As of R4.0.7, segment tag can only be used on cube-less bones. The pivot point of the bone should also be placed at the
As of R4.0.7, segment tag can only be used on cube-less bones. The pivot point of the bone should also be placed at the
back. The bones can be further configured by using the
[
Segment
](
/Skills/Mechanics/Segment
)
mechanic.
back. The bones can be further configured by using the
[
Segment
](
/Skills/Mechanics/Segment
)
mechanic.
The
`seg_`
tag places the segment's pivot at the back of the bone. If you want the pivot at the front instead, use the
`segf_`
tag.
Check out this
[
segment demo
](
../Assets/Demo/segment_demo.zip
)
as reference for how to set up the bones and use the segment
Check out this
[
segment demo
](
../Assets/Demo/segment_demo.zip
)
as reference for how to set up the bones and use the segment
mechanic.
mechanic.
...
@@ -132,6 +135,9 @@ Otherwise, check the [Segment](/Modeling/Bone-Behaviors#segment) behavior.
...
@@ -132,6 +135,9 @@ Otherwise, check the [Segment](/Modeling/Bone-Behaviors#segment) behavior.
As of R4.0.7, tail tag can only be used on cube-less bones. The pivot point of the bone should also be placed at the
As of R4.0.7, tail tag can only be used on cube-less bones. The pivot point of the bone should also be placed at the
back. The bones can be further configured by using the
[
Segment
](
/Skills/Mechanics/Segment
)
mechanic.
back. The bones can be further configured by using the
[
Segment
](
/Skills/Mechanics/Segment
)
mechanic.
The
`tl_`
tag places the tail's pivot at the back of the bone. If you want the pivot at the front instead, use the
`tlf_`
tag.
<br><br>
<br><br>
# Hitbox Tags
# Hitbox Tags
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@@ -180,3 +186,29 @@ If you need some guide on how to create these bones, check out this [demo player
...
@@ -180,3 +186,29 @@ If you need some guide on how to create these bones, check out this [demo player
| pbody_ | Body |
| pbody_ | Body |
| prleg_ | Right Leg |
| prleg_ | Right Leg |
| plleg_ | Left leg |
| plleg_ | Left leg |
## Custom User Limbs
**Tag: `limb[type=X]`**
<br>
`limb`
is a separate, more granular player-limb system. Instead of the six fixed parts above, it renders a single limb
region of the player skin chosen by the required
`type`
parameter, which lets you split a model into finer pieces such as
an upper and lower torso, or upper and lower arms and legs. As with the tags above, any cubes inside the bone are ignored,
and you apply a skin with the
[
ModelPlayerSkin
](
/Skills/Mechanics/ModelPlayerSkin
)
mechanic.
The available
`type`
values are:
| Type | Skin Region |
|---------------|-----------------|
| head | Head |
| chest | Upper torso |
| body | Lower torso |
| right_arm | Right upper arm |
| right_forearm | Right lower arm |
| left_arm | Left upper arm |
| left_forearm | Left lower arm |
| right_leg | Right upper leg |
| right_foreleg | Right lower leg |
| left_leg | Left upper leg |
| left_foreleg | Left lower leg |
For example, a bone named
`limb[type=right_forearm]_myarm`
renders the lower half of the player's right arm.
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