What You Can Do with 3D Stamps

3D Stamps in the Resource Management specifies collision, motion, and material settings for the model to be used.

Resouces_3DStamps.png

3D Stamp Setting Options

3D Stamps List

This is a list of registered 3D stamps.
The stamps registered in this list will be reflected in the stamp list in the Map Editor.

3D Stamps List.png
 

3D Stamps List / Right-Click Menu

Right-click in the 3D Stamps list to view.

Resource_3DStamp_Contextmenu.png
 

Stamp Preview

This is a preview screen of the stamp.
Check the appearance of the model when it is placed on the map and check the collision and motion.

Stamp Preview.png
 

Rendering Stamp Settings

This section provides detailed settings for the stamp.

Resouces_3DStamps_Basic.png
 

Subgraphic

Subgraphic is a feature that allows other stamps to be attached to a stamp and used as a single stamp.
Turn on the stamp's property “Subgraphic” to register subgraphics.

Resouces_3DStamps_Subgraphic.png

Add a new subgraphic with the Add button and select the graphic you wish to register under “Subgraphic”.
You can reflect changes in settings at once by changing property entries while multiple subgraphics are selected on the list.

Simple Collision Settings

Resouces_3DStamps_SimpleCollisionSettings.png
 

Accurate Collision Setting

Select this option if you wish to add complex physics settings such as motion-synchronized collisions for door models, etc.
You must prepare your physics settings in advance in the Physics Settings Management screen.

Accurate Collision Setting.png
 

Motion Setting

Select the motion you added on the motion management screen.
The motion must be specified in the motion management screen in advance.

Resouces_3DStamps_MotionSettings.png
 

Materials Used

Lists the materials used in the model registered in the graphic.
By changing the material used, it is possible to change only the material without changing the model.

Materials Used.png
 

LOD Model Switching Threshold

(!)This option is displayed only for stamps that use a model with LOD levels (LOD model) as their graphic.

LOD (Level of Detail) is a feature that automatically switches between LOD levels defined within a model based on the size at which the stamp appears on screen.

LOD is generally used to reduce processing load.
Within a single FBX model file, meshes are prepared ranging from a high-detail mesh (LOD0) to meshes with progressively fewer polygons (LOD1 to LODx).
When the model appears large on screen, LOD0 is displayed. As it becomes smaller, LOD1 and lower levels are used, reducing the number of rendered polygons and easing processing load.

It is also possible to assign completely different mesh shapes to each LOD level and switch the displayed shape based on distance from the screen.
For example, by assigning furniture to LOD0 and a humanoid mesh to LOD1, it can appear as furniture up close and as a person from a distance.

LOD Model Specifications

To use LOD in Bakin, configure the model as follows:


Attach file: fileLOD-example-Modifier-Decimate.png 21 download [Information] fileLOD_Level.png 18 download [Information] fileLOD_boundingbox.png 21 download [Information] fileResource_3DStamp_Contextmenu.png 7 download [Information] fileResouces_3DStamps_Subgraphic.png 12 download [Information] fileResouces_3DStamps.png 9 download [Information] fileResouces_3DStamps_MotionSettings.png 542 download [Information] fileResouces_3DStamps_Basic.png 523 download [Information] fileResouces_3DStamps_SimpleCollisionSettings.png 736 download [Information] fileRight.png 711 download [Information] fileStamp Preview.png 811 download [Information] fileAccurate Collision Setting.png 744 download [Information] fileMaterials Used.png 806 download [Information] file3DStamp Shape.png 417 download [Information] file3D Stamps List Right.png 632 download [Information] file3D Stamps List.png 809 download [Information]

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Last-modified: 2026-05-02 (Sat) 13:18:11