#author("2024-10-19T18:07:06+09:00","default:admin","admin") #author("2024-10-24T13:40:36+09:00","default:admin","admin") *What You Can Do with 3D Stamps [#ef9d29dd] 3D Stamps in the Resource Management specifies collision, motion, and material settings for the model to be used. #ref(./Resouces_3DStamps.png,50%) #contents **3D Stamp Setting Options [#m335c86c] ''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. #ref(./3D Stamps List.png,70%) #br - ''Add Button'' Add data (models, 2D images, particles, etc.) and register them as stamps. - ''Folder Button'' Add a folder to manage stamps. Multiple selected stamps can be grouped into a folder, and stamps can be moved by drag & drop after adding a folder. - ''Copy Button'' Copy the selected stamp. - ''Paste Button'' Paste the selected stamp. - ''Trash Button'' Delete the selected stamp. **''3D Stamps List / Right-Click Menu'' [#c303606e] Right-click in the 3D Stamps list to view. #ref(https://rpgbakin.com/pukiwiki_en/?plugin=attach&refer=Terrains&openfile=Resouces_Filetree_Contextmenu.png,70%) #br - ''Cut'' Cut the selected stamps. - ''Copy'' Copy the selected stamps. - ''Paste'' Paste the cut and copied stamps. - ''Delete'' Delete the selected stamps. - ''Rename File by Resource Name'' Not used for 3D Stamps in the Resources. - ''Specify Local Name'' Folder name localization function. English folder names can be specified when opening in the English version. -''Export Selected Elements'' Export the selected elements as an .exrbr file. If multiple selections are made, they are combined into one file. The .exrbr file is a file format that allows various resources to be compiled and imported into Bakin. - ''Open the Resources Folder in Explorer'' Not used for 3D Stamps in the Resources. - ''Open the Import Folder in Explorer'' Not used for 3D Stamps in the Resources. - ''Copy GUID'' Copy the GUID of the specific stamp. - ''Sort This Hierarchy by Name'' Sort alphabetically by name within the selected hierarchy/folder. - ''Sort Selected Elements by Name'' Sort only on multiple selections. -''Be Sure to Include in Published Work Export'' Ensure that the selected resources are included in the work when it is exported as a published work. ''&color(red){(!)};''When exporting a work as a published work, resources other than “resources used in the game,” such as those placed on maps or used in events, will not be included in the work. Therefore, resources that are used only by plug-ins installed in the work must be explicitly included in the work with this feature. **Stamp Preview [#scbdc2e7] 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. #ref(Stamp Preview.png) #br - ''Playback Button'' A model with motion also plays back motions. - ''Pause Button'' Stop motion playback. - ''Collision Display Button'' Turn on/off the display of collisions indicated by white lines. - ''Preview'' The camera can be rotated and moved by dragging the right mouse button and shifted horizontally by dragging the middle mouse button. - ''Motion List'' This is a list of registered motions. Click on a motion name to play that motion. **Rendering Stamp Settings [#m6fc3c62] This section provides detailed settings for the stamp. #ref(Resouces_3DStamps_Basic.png) #br - ''Name'' Specify a name for the stamp. (You can also change it by clicking twice on the stamp name in the 3D stamp list.) -''Copy Button'' Copy the contents of “Rendering Stamps Settings”. ''&color(red){(!)};''Subgraphic information will not be copied. -''Paste Button'' Paste the contents of the copied “Rendering Stamps Settings”. - ''Basic'' --''Graphic Name'' The name of the model specified. --''Graphic'' This is a graphic that is specified. Click on a thumbnail to select a model. You can also use the jump button to go to the corresponding model material screen. //This is a graphic that is specified. //Click on a thumbnail to select a model. //You can also use the jump button to go to the corresponding model material screen. Click to select a model to be set as the stamp graphic. The jump button can also be used to go to the setting screen for the currently set data. --''Subgraphic'' Other graphics can be registered as subgraphics. Add a new subgraphic with "+" and select the graphic you wish to register under "Subgraphic". Position, rotation, and scale can be specified individually. When "Apply Position Only" is turned on, the rotation XYZ of the subgraphic is fixed even if the parent graphic is rotated. This is especially useful for particles. Other graphics can be registered as [[Subgraphic:https://rpgbakin.com/pukiwiki_en/?3D+Stamps#sa6425e1]]. //Other graphics can be registered as subgraphics. //Add a new subgraphic with "+" and select the graphic you wish to register under "Subgraphic". //Position, rotation, and scale can be specified individually. //When "Apply Position Only" is turned on, the rotation XYZ of the subgraphic is fixed even if the parent graphic is rotated. This is //especially useful for particles. --''Accurate Collision'' When off, "Simple Collision Setting" is enabled. When "On" is selected, "Accurate Collision Setting" is enabled. The physical settings registered in Physical Settings Management can be selected. --''Overwrite Non-Traversable Terrain'' If this stamp is placed on top of terrain specified as "Non-Traversable", the character will be able to progress over it. --''Billboarding'' Turning it on will cause the stamp to change direction only in response to the camera's Y-axis orientation. ***Subgraphic [#sa6425e1] 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. #ref(./Resouces_3DStamps_Subgraphic.png,50%) 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. -''Subgraphic Properties'' --''Subgraphic Name'' The name of the stamp specified as a subgraphic. --''Subgraphic'' Click to select a stamp to be set as a subgraphic. The jump button can also be used to go to the setting screen for the currently set data. --''Attach Node'' Specify the model or bone to be used. --''Apply Position Only'' When turned on, does not use bone orientation, only bone position. This is especially useful when using particles as subgraphics, since the rotation XYZ of the subgraphic is fixed even if the parent graphic is rotated. --''Relative Coordinate X'', ''Relative Coordinate Y'', ''Relative Coordinate Z'' You can set the relative position of the subgraphic stamp to the parent stamp. --''Relative Angle X'', ''Relative Angle Y'', ''Relative Angle Z'' You can set the angle of the subgraphic stamp relative to the parent stamp. --''Scale X'', ''Scale Y'', ''Scale Z'' You can set the scale of the subgraphic. --''Visible'' Set the initial display state of the subgraphic. If it is turned off, use the [[Change Display State of Player Subgraphic:https://rpgbakin.com/pukiwiki_en/?Player#w715e84c]] panel or the [[Change Display State of Event Subgraphic:https://rpgbakin.com/pukiwiki_en/?Events#h4c4fc85]] panel to turn on the visibility by events. -''Linked to Local Light '' This is the setting for attaching local lights (point lights) as subgraphics. It is also possible to set only local lights without specifying subgraphic stamps. For example, it can be used in a first-person dungeon RPG to generate light from the main character. --''Use'' Apply a local light as a subgraphic. --''Color'' Set the color of the local light. --''Intensity'' Set the intensity of the local light. --''Radius'' Set the applying radius of the local light. **Simple Collision Settings [#t6f83d51] #ref(Resouces_3DStamps_SimpleCollisionSettings.png) #br -''Shape'' --''[Box]'' Specify the collision of a box shape. --''[Sphere]'' Specify the collision of a sphere. --''[Capsule]'' Specify the collision of a capsule type. --''[Mesh]'' You can specify the mesh collision you have prepared. --''[Vehicle]'' Collision can be specified for a vehicle. -''Capsule Axis'' Specify the direction of the axis for capsule collision setting. -''Mesh Model Name'' The model name of the Mesh collision specified in the mesh. -''Mesh'' Specify the model you wish to apply to the Mesh collision. //Specify the model you wish to apply to the Mesh collision. Click to select the model to be set as the Mesh collision for this stamp. The jump button can also be used to go to the setting screen for the currently set data. -''Position XYZ'' Specify the position XYZ of the collision model, respectively. -''Rotation YYZ'' Specify the rotation values XYZ for the collision model, respectively. -''Size XYZ'' Specify the size XYZ of the collision model, respectively. -''Terrain Assignment'' You can specify a "terrain" and add the "sound effects" and ""state" changes when walking on the terrain" to this stamp. This setting is valid even when this stamp is used with the event's graphic. You can edit the information set for "Terrain" in Resources > Terrains. The "sound effect" will be the "footsteps" when the player walks on this stamp. By taking advantage of the "change in 'status' granted when walking on the stamp," the player cast(s) can be "poisoned" when walking on this stamp, and so on. **Accurate Collision Setting [#b820ba2d] 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. #ref(Accurate Collision Setting.png) #br -''Physics Setting Name'' The name of the physics setting you have specified in the Physics Settings. -''Physics Setting'' Select the physics setting you wish to specify. //Select the physics setting you wish to specify. Click to select the “Physics Settings” for this stamp. The jump button can also be used to go to the setting screen for the currently set data. **Motion Setting [#f7b5258a] Select the motion you added on the motion management screen. The motion must be specified in the motion management screen in advance. #ref(Resouces_3DStamps_MotionSettings.png) #br -''Motion Name'' The name of the selected motion specification. -''Motion'' Select the motion you wish to specify. You can also use the jump button to go to the corresponding data screen. //Select the motion you wish to specify. //You can also use the jump button to go to the corresponding data screen. Click to select the motion to be set for this stamp. The jump button can also be used to go to the setting screen for the currently set data. -''Blend Shape Name'' The name of the brand shape you set. -''Blend Shapes'' Click to select a blend shape to be set for this stamp. The jump button can also be used to go to the setting screen for the currently set data. **Materials Used [#g755414f] 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. #ref(Materials Used.png) #br -''Material Name'' The name of the material being specified. -''Material'' Select the material you wish to specify. You can also use the jump button to go to the corresponding data screen. //Select the material you wish to specify. //You can also use the jump button to go to the corresponding data screen. Click to select the material to be set for this stamp. The jump button can also be used to go to the setting screen for the currently set data.