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cutout_editor [2017/09/13 13:04] |
cutout_editor [2021/04/27 09:19] (current) |
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+ | ====== Cutout Editor ====== | ||
+ | The Cutout Editor is a tool that allows you to create your own meshes for a material without having to use an outside program. In the Cutout Editor, there are many controls that can help you achieve high-detail meshes as well as optimized meshes for game assets. | ||
+ | |||
+ | You can access this editor by clicking the " | ||
+ | |||
+ | There are three main groups of tools found at the top of the Cutout Editor: Points, Masks, and Anchors. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | |||
+ | ===== Points ===== | ||
+ | {{ : | ||
+ | The Points tools allows you to add, move, and delete vertices in the mesh. Triangulation between these points is automatic. If you are editing a mesh for a material with an opacity channel, any completely transparent triangles will be removed automatically. | ||
+ | |||
+ | ==Add/ | ||
+ | Add points by clicking in empty space. You can also move existing points by clicking/ | ||
+ | |||
+ | ==Remove== | ||
+ | Delete points. | ||
+ | |||
+ | ==Reset== | ||
+ | Reset the points to the default layout (a square). | ||
+ | |||
+ | ====Pivot Point==== | ||
+ | The pivot point is a special point in the mesh that is displayed as white. This point cannot be deleted, but it can be moved. Its position is used as the origin of the mesh. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | =====Masks===== | ||
+ | {{ : | ||
+ | |||
+ | Transparent triangles will be automatically removed, but your material may not have an opacity channel. Or, you may just want to have a little more control over triangles that are removed. For this, you would paint a mask. Anywhere the mask is painted will have triangles removed. | ||
+ | |||
+ | ==Paint== | ||
+ | Paint a mask. | ||
+ | |||
+ | ==Erase== | ||
+ | Erase parts of the painted mask. | ||
+ | |||
+ | ==Reset== | ||
+ | Reset the mask to default (empty). | ||
+ | |||
+ | |||
+ | =====Anchors===== | ||
+ | {{ : | ||
+ | |||
+ | The Anchors group allows you to add/edit [[mesh_anchors|mesh anchor points]] for where children will grow. | ||
+ | |||
+ | |||
+ | ==Add/ | ||
+ | Add mesh anchor points by clicking in empty space. You can also move existing points by clicking/ | ||
+ | |||
+ | Each anchor point has a white line coming from it that indicates the growth direction of anything placed there. You can drag the white dot at the end of this line to set this direction. | ||
+ | |||
+ | ==Remove== | ||
+ | Delete mesh anchor points. | ||
+ | |||
+ | ==Reset== | ||
+ | Reset the anchors to default (none). | ||
+ | |||
+ | |||
+ | =====Options===== | ||
+ | |||
+ | ==Show Material== | ||
+ | This option sets the material shown in the preview, and affects the aspect ratio of the mesh created (to match the material). If you edit a new cutout mesh by clicking the " | ||
+ | |||
+ | ==Tessellation== | ||
+ | If you wish to have more triangles in the mesh so it will work better for fold, curl, or other deformations, | ||
+ | |||
+ | ==Double-Sided== | ||
+ | Occasionally you will want a double-sided mesh, which can often light better on things like palm fronds. This option will duplicate the mesh and flip the new one to face the other way. | ||
+ | |||
+ | ==Angle== | ||
+ | If your texture/ | ||
+ | |||
+ | |||
+ | =====Saving===== | ||
+ | |||
+ | Once you have created a mesh, you still need to " |