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Equipment templates are required to create a special asset class of items players can apply to their Avatars. The game engine will not recognise an asset as equipment unless it is made from one of the following templates: head piece, chest piece, arms piece, legs piece, blades, shields.
Unlike other templates, equipment templates can only have one animation (with or without motion), and allow you to add child nodes in the Skeleton Panel and create motion keyframes in the Timeline.
DO NOT UNLOCK EQUIPMENT TEMPLATES
Unlocking equipment templates changes the class of the asset from equipment that players can use to an entity, which can NOT be equipped by the player.
Choose which equipment template you wish to edit. The Viewport will display the default equipment models located on editable nodes and a greyed out avatar for size reference. Nodes related to the avatar are locked.
All other nodes that do not have these two buttons are locked and can NOT be edited, since they are not part of the actually equipment item being designed.
If a node can be modified in the Skeleton Panel, you can also adjust its position and rotation in the Viewport and create motion keyframes in the Timeline.
Nodes with equipment can NOT be moved to other areas of the skeleton since all other nodes are locked.
Unlocking a template allows you to modify all nodes and models, including animations.
DO NOT UNLOCK EQUIPMENT TEMPLATES
Unlocking equipment templates changes the class of the asset from equipment that players can use to an entity, which can NOT be equipped by the player.
Unlocking a template is really about repurposing it in a separate project by importing its hierarchy in the Skeleton Panel. Since the project you'll create isn't actually associated with a template file, it will not be compatible to receive animation updates from The Sandbox.
However, this method is a HUGE time saver for creators who want to add more details to a template or repurpose it for a project with similar base structure and animations. The example below may have been created more quickly using this method.
In the Skeleton Panel, any node with a three dot button can have a child node added, and you can import a hierarchy if you have a previously made design you wish to reuse.
The pen tool is also available on editable nodes, which allows you to modify the model linked to it, which shows the asset's ghost. Models in the Library also have this button, but only allow you to see the model itself, not the asset ghost.
In the Skeleton Panel, click the three dots button on the World node to open the menu. Choose "Import Hierarchy (VXR, VOX)." In the window that opens, navigate to the template you previously saved. The Skeleton Panel will now be populated with all of its nodes and the timeline will show all of their motion keyframes.
Blades Template Right hand - Avatar's attack, lunge attack, block
Shields Template Left hand - stationary
Templates are easily customisable source projects including equipment items and animated doors, buttons, and living things.
Library Panel - NOT Locked
Import, edit*, copy, delete, and create new models *Model only shown
Skeleton Panel - Locked* *Equipment Templates allow some edits
Timeline Panel - Locked
Viewport - Locked* *Equipment Templates allow some edits
Example:
LEFT
Medium Human template
RIGHT
NPC (non-player character) asset made using the template The possibilities for customising templates is extremely vast!
Beginner Skills
Create animated assets only using Modeler skills - no need to rig or animate!
Get more familiar with the Animator module
Intermediate Skills
Learn by example how assets are professionally rigged and animated
Practice rigging and animation skills on partially locked Equipment templates
Advanced Skills
Create high quality assets fast with templates
"Unlock" templates to reuse all or part of their rigs and animations when making assets from scratch
Customise Models
Replace Models in the Rig Drag and drop a different model onto a node (Skeleton Panel or Viewport) Edit Models Model and asset ghost shown Node Customisation You can NOT modify nodes, except in Equipment Templates
Quality Assurance
Select from the animation dropdown and play to test the asset in the Viewport for clipping, z-fighting, gaps, etc. Animation Customisation You can NOT modify pre-made animation keyframes
Quality Assurance View animations for testing, check face count (also check node count for equipment templates) Node Customisation You can NOT modify nodes, except in Equipment Templates