Introduction to Appearance Panel

July 4, 2022

Introduction to Appearance Panel

In the appearance panel, the appearance structure of the current actor file is displayed in a hierarchical tree. It mainly includes a three-layer structure. The outermost layer is the root node of the appearance of the actor, the secondary is the appearance grouping, and the innermost layer is the appearance parts (including skin, mesh model and special effects).

Appearance Group

The appearance group is a container for storing and managing appearance parts (multiple parts can be placed in one appearance group). It has two main functions:

1.Control whether the appearance parts in the appearance group are displayed. Click the eye button on the right side of the appearance group name to control whether all the Part in the group are displayed.

2.Realize the mutual exclusion function of appearance (usually used for role dressing). Select the appearance group in the appearance panel, the properties of the appearance panel will be displayed in the properties panel, find the “mutual exclusion group name” property, you can set the mutually exclusive group of the appearance group (in addition to the drop-down selection of the preset mutually exclusive group, but also You can manually fill in the mutually exclusive group name).

If the current actor has two appearance groups with the same mutually exclusive group names, only the appearance group loaded later will be displayed in the game, but both appearance groups will be displayed in the editor.

Appearance Parts

Appearance parts are the basic entity that constitutes the appearance of a actor. If you want to “see” the actor, you need to add appearance parts to the actor. Appearance parts include 3 types: skin parts, mesh model parts and special effects parts.

Click the right mouse button in the appearance panel or click the “+” sign at the bottom of the panel to add appearance parts.

Skin

The skin parts are shown in the figure:

The attributes included in the skin part are as follows:

  • Name: The name of the custom part, which is only used for display in the editor;
  • Type: component type, cannot be modified;
  • Skin file: the resource file of the skin, you can click to replace it;
  • Transparency: the value range is 0 to 1. When the value is 0, the transparency is the largest and the part is invisible;
  • Alpha discard threshold: the part where Alpha is lower than this threshold, the Alpha value will be set to 0; for example, if the threshold is set to 0.3 and the texture transparency is 0.5, the transparency of the final display effect of the texture is 0.5, if the texture transparency is set to 0.15 , Because it is lower than the threshold 0.3, so the final display effect is that the texture is fully transparent;
  • Brightness: the value range is 0 to 1;
  • Enable glow effect: The glow effect is to wrap the model with a layer of halo to achieve a self-luminous effect;
  • Color mixing mode:

When “None” is checked, the widget will not have any additional effects;

When “Overlay” is checked, the color of the current part can be added according to the blended color;

When “Replace” is checked, the color of the entire part can be replaced according to the mixed color;

  • Highlight color: adjustable highlight color (only effective under high image quality);
  • Specularity coefficient: the value range is 0.01-1.00, when the value is 0.01, the gloss performance effect is the most obvious;

  • Enable reflection map: check it to enable reflection map;
  • Enable edge light: Add a light and shadow effect that strengthens the contour to the edge of the part. After checking, you can increase the contour light effect on the edge of the part according to the selected color.

Mesh Model

The mesh model are shown in the figure:

The attributes included in the mesh model are as follows:

  • Name: The name of the custom part, which is only used for display in the editor;
  • Type: component type, cannot be modified;
  • Offset: Set the offset of the component based on the “binding position” on the X, Y, and Z axes;
  • Rotation: Set the rotation angle of the component based on the “binding position” around the X, Y, and Z axes;
  • Scale: The scale of the overall grid model can be adjusted;
  • Grid file: the resource file of the grid model, you can click to replace and modify;
  • Binding position: Set which bone of the actor the part is bound to, and the part will move and rotate with the movement and rotation of the bone;
  • Transparency: the value range is 0 to 1. When the value is 0, the transparency is the largest and the part is invisible;
  • Alpha discard threshold: the part where Alpha is lower than this threshold, the Alpha value will be set to 0; for example, if the threshold is set to 0.3 and the texture transparency is 0.5, the transparency of the final display effect of the texture is 0.5, if the texture transparency is set to 0.15 , Because it is lower than the threshold 0.3, so the final display effect is that the texture is fully transparent;
  • Brightness: the value range is 0 to 1;
  • Enable glow effect: The glow effect is to wrap the model with a layer of halo to achieve a self-luminous effect;
  • Color mixing mode:

When “None” is checked, the widget will not have any additional effects;

When “Overlay” is checked, the color of the current part can be added according to the blended color;

When “Replace” is checked, the color of the entire part can be replaced according to the mixed color;

  • Highlight color: adjustable highlight color (only effective under high image quality);
  • Specularity coefficient: the value range is 0.01-1.00, when the value is 0.01, the gloss performance effect is the most obvious;

  • Enable reflection map: check it to enable reflection map;
  • Enable edge light: Add a light and shadow effect that strengthens the contour to the edge of the part. After checking, you can increase the contour light effect on the edge of the part according to the selected color.

Effect

The effect are shown in the figure:

The attributes included in the effect are as follows:

  • Name: The name of the custom part, which is only used for display in the editor;
  • Type: component type, cannot be modified;
  • Offset: Set the offset of the component based on the “binding position” on the X, Y, and Z axes;
  • Rotation: Set the rotation angle of the component based on the “binding position” around the X, Y, and Z axes;
  • Proportion: adjust the proportion of special effects;
  • Special effect file: the resource file of the special effect model, you can click to replace it;
  • Binding position: Set which bone of the actor the part is bound to, and the part will move and rotate with the movement and rotation of the bone;
  • Playback speed: the playback rate of the special effect;

How to Start Assembling a Actor

Here is an example of assembling a actor:

New Actor

In the resource management panel, click the “New Actor” option under the “Create” button:

When creating a new character filemust select a skeleton file:

New Appearance Group

After creating the role file, double-click the actor file in the asset panel to open the role.

First add an appearance group to the role, in the appearance list, right-click and select “Add group”:

Select the newly added appearance group in the appearance list, and then modify the group name and mutually exclusive group name in the properties panel:

New Appearance Part

Add a skin/mesh model file in the appearance group:

Take the actor’s hair and body as an example. The hair is a mesh model. Choose the model in the figure below:

The actor’s body is a skin file, select the model in the picture below:

Adjust Appearance Parts

After the addition is complete, we will find that the position of the actor’s hair is incorrect. Select the hair part in the appearance list, and then modify the “binding position” in the properties panel to s_head (head hanging point).

After adding all the appearance parts to the actor and adjusting the hanging points of the appearance parts correctly, you can get an assembled actor: