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Modding:Creating and Exporting Meshes in Blender: Difference between revisions

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The game’s armour system works by vertex paint. It uses this, in combination with the .lsx code, to tell it what to hide and what to show. For example, an armour mesh may unload the torso as it will not be shown. The bottom half of a pant leg may not show when boots are equipped. Genitals have their own vertex paint and only load in when nothing with the 'hide genitals' tag is equipped. You can use existing meshes as a reference for this.   
The game’s armour system works by vertex paint. It uses this, in combination with the .lsx code, to tell it what to hide and what to show. For example, an armour mesh may unload the torso as it will not be shown. The bottom half of a pant leg may not show when boots are equipped. Genitals have their own vertex paint and only load in when nothing with the 'hide genitals' tag is equipped. You can use existing meshes as a reference for this.   


[[Modding:VertexColorMaskSlots|Check here for a reference and Hex codes for the vertex paint.]]  
[[Modding:VertexColorMaskSlots|Check here for a reference and Hex codes for the vertex paint including physics colours.]]  


Keeping the HUM_F_NKD_Body_A in the scene is useful as reference here. For example, if you set an upper arm to be hidden for some gloves, you may wish to fit it around these seams to ensure there is no gap in the body showing.  
Keeping the HUM_F_NKD_Body_A in the scene is useful as reference here. For example, if you set an upper arm to be hidden for some gloves, you may wish to fit it around these seams to ensure there is no gap in the body showing.  

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