... | ... | @@ -56,8 +56,8 @@ animated, and if it is parented to another bone, it will follow the parent bone. |
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## Item
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Sometimes you would like items to be synced in your model.
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You can do so by creating special, cube-less bones with a specific tag written before the actual bone name. Depending of
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the the tag used, the item that will be displayed will be treated as if it was equipped in the corresponding slot
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You can do so by creating special, cube-less bones with a specific tag written before the actual bone name. Depending on
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the tag used, the item that will be displayed will be treated as if it was equipped in the corresponding slot.
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### Head Display
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... | ... | @@ -102,6 +102,22 @@ when being leashed. |
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You can create as many bones as you want. You can leash the model using the [Leash](/MythicMobs/mechanics/model/Leash)
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or [LeashSelf](/MythicMobs/mechanics/model/LeashSelf) mechanics
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## Inverse Kinematics
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### Segment
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**Tag: `seg_`**<br>
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Segment bone is a special type of bone that is animated procedurally, following the parent bone using the least amount of
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movement required through rotation or position. This is very useful when creating dynamic models such as worms, tails and
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hair.
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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
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back. The bones can be further configured by using the [Segment](/MythicMobs/mechanics/model/Segment) mechanic.
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Check out this [segment demo](../Assets/Demo/segment_demo.zip) as reference for how to set up the bones and use the segment
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mechanic.
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<br><br>
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# Hitbox Tags
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