... | @@ -109,8 +109,11 @@ or [LeashSelf](/MythicMobs/mechanics/model/LeashSelf) mechanics |
... | @@ -109,8 +109,11 @@ or [LeashSelf](/MythicMobs/mechanics/model/LeashSelf) mechanics |
|
**Tag: `seg_`**<br>
|
|
**Tag: `seg_`**<br>
|
|
|
|
|
|
Segment bone is a special type of bone that is animated procedurally, following the parent bone using the least amount of
|
|
Segment bone is a special type of bone that is animated procedurally, following the parent bone using the least amount of
|
|
movement required through rotation or position. This is very useful when creating dynamic models such as worms, tails and
|
|
movement required through rotation or position. This is very useful when creating long, dynamic models such as worms.
|
|
hair.
|
|
|
|
|
|
This bone tag would mark the bone as a child pivot of the model, where child bones will originate from the new pivot instead
|
|
|
|
of the base pivot. If your segments are long enough that some bones will not move in world space when the base entity moves,
|
|
|
|
use this behavior. Otherwise, check the [Tail](/Modeling/Bone-Behaviors#tail) behavior.
|
|
|
|
|
|
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](/MythicMobs/mechanics/model/Segment) mechanic.
|
|
back. The bones can be further configured by using the [Segment](/MythicMobs/mechanics/model/Segment) mechanic.
|
... | @@ -118,6 +121,17 @@ back. The bones can be further configured by using the [Segment](/MythicMobs/mec |
... | @@ -118,6 +121,17 @@ back. The bones can be further configured by using the [Segment](/MythicMobs/mec |
|
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.
|
|
|
|
|
|
|
|
### Tail
|
|
|
|
|
|
|
|
**Tag: `tl_`**<br>
|
|
|
|
|
|
|
|
Tail bone visually works exactly the same as segment bone, however instead of creating a separate pivot for display entities,
|
|
|
|
the bones would use the base pivot. If your tail bones move a lot and generally stay around the base model, use this behavior.
|
|
|
|
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
|
|
|
|
back. The bones can be further configured by using the [Segment](/MythicMobs/mechanics/model/Segment) mechanic.
|
|
|
|
|
|
<br><br>
|
|
<br><br>
|
|
|
|
|
|
# Hitbox Tags
|
|
# Hitbox Tags
|
... | | ... | |