MeshPrimitive (Asset)

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Revision as of 23:07, 11 June 2025 by JasX (talk | contribs) (Created page with "MeshPrimitives are items attached to a mesh, such as particles, lights, or even other meshes. Note that only 10 levels of recursion is allowed. {| class="wikitable" |+ !Field !Type !Default !Description |- |Type |string |Box |Type of prim to attach. |- |Text/Mesh ID/Text Display/Light color/Particle label |string | |Text: Text to display. Mesh: ID of mesh to attach. Light: Color, such as "#FFFFFF" Particles: Particle asset label. |- |Material |string/array | |Replace ma...")
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MeshPrimitives are items attached to a mesh, such as particles, lights, or even other meshes. Note that only 10 levels of recursion is allowed.

Field Type Default Description
Type string Box Type of prim to attach.
Text/Mesh ID/Text Display/Light color/Particle label string Text: Text to display.

Mesh: ID of mesh to attach. Light: Color, such as "#FFFFFF" Particles: Particle asset label.

Material string/array Replace material(s) with this material ID. Box/sphere/plane can only have one texture.
Light Intensity/Text Depth/Particle emitter follow float 1 Light: Intensity of light.

Text: Extrusion depth Particle: If set to 0, the whole particle system will follow the mesh. Otherwise, only the emitter.

Light Distance/Text curve segments float 0 Light: Distance to render, in centimeters.

Text: Curve segments, more segments makes it more round, but use more resources.

Light Decay/Text Bevel Thickness float 1 Light: Decay

Text: Sets bevel thickness.

Light Angle float 0 Spotlight only, sets angle of light cone.
Light Penumbra float 0 Spotlight only, softens from the center to the edge of the cone.
Scale float 1 Sets prim scale.
Rot float 0 Sets prim rotation.
Bone string Automatically updates based on parent mesh. Attaches the mesh to a bone of the parent.
Conditions Condition Conditions needed to be met for this to render. Updated automatically.