#author("2025-06-27T12:05:07+09:00","default:admin","admin") #author("2026-05-02T22:18:11+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(./Resource_3DStamp_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. - ''Reset Materials in Use'' The material set on the stamp can be changed back to the material of the “model specified for graphics”. -''Reset LOD Model Switching Threshold'' Resets the threshold set for the stamp to the threshold set for the model specified in the stamp's graphic. -''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 plugins 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. 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 [[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. --''Use as Item Hook'' For cast members who have specified a stamp with a subgraphic with the right or left hand set as the graphic in this option, the 3D model of the weapon/armor equipped during battles will be displayed in the position of the subgraphic. ''Use this option if you want to have weapons and armor on models that do not have itemhooks set up, such as VRM models.'' --- It is recommended that no model be specified for the subgraphics for itemhooks. --- The relative position/angle of the subgraphic is reflected in the item's display. With no graphics, it will be difficult to adjust the position and angle. It is recommended that you first set up graphics for the sword and other items, and then adjust their positions, etc. --- If you want the right and left hands to each hold an item, set up separate subgraphics for the right and left hands. -''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. Applies a local light as a subgraphic. When this option is turned on, the light’s area of influence will be displayed in the preview. Adjust the light’s position and angle in the subgraphic properties. Example: To create a flashlight-like effect by pointing a spotlight in front of an object, set the relative Y angle to 180° and adjust the relative Y position to the height where it aligns with the hand. --''Type'' Sets whether the light is a point light (omnidirectional) or a spotlight. --''Color'' Set the color of the local light. Click the 8-digit RGBA color code representing the light color to open the color picker and set the color. For details, see [[Tools Palette]] → “Color Picker.” --''Intensity'' Set the intensity of the local light. Sets the strength of the light. --''Radius'' Set the applying radius of the local light. For spotlights, sets the radius of the base of the cone that the light illuminates. For point lights, sets the radius of the sphere that the light illuminates. --''Specular'' Sets the intensity of light reflected in the opposite direction of the incident light, creating highlight effects on 3D objects. --''Shadow Map'' Enables shadows cast by this light. ''&color(red){(!)};'' The maximum number of lights with shadow maps enabled on screen is defined in [[Rendering Settings > Lights:https://rpgbakin.com/pukiwiki_en/?Map+Settings+Palette#ue72dc70]]. --''Shadow Bias'' A value used to determine whether a pixel is in shadow. If set too high, areas that should have shadows will not. If set too low, moiré patterns may appear. --''Inner Angle'' For spotlights, sets the angle of the area receiving strong light. --''Outer Angle'' For spotlights, sets the angle of the area receiving weaker 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. 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. 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. 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. 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. **LOD Model Switching Threshold [#zdf9190b] ''&color(red){(!)};''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. -''Use LOD'' When enabled, LOD levels will switch based on the on-screen size of the stamp and the “LOD Model Switching Threshold.” When disabled, all meshes for every LOD level included in the model assigned to the stamp’s graphic will be displayed simultaneously. Depending on the map, there may be cases where you do not want LOD switching even if the model supports it. For example, when using the same LOD model both outdoors and indoors, but you do not want LOD switching indoors. In such cases, enable “Use LOD” for the 3D stamp, and then enable “Always Display LOD0 Model” in: Map Settings Palette > [[Basic:https://rpgbakin.com/pukiwiki_en/?Map+Settings+Palette#pfac834d]] > Rendering Settings. -''LOD0–LOD9'' For each LOD level defined in the model, set the threshold at which switching occurs based on the size displayed on screen. Specifically, this is determined by comparing the ''screen height (vertical)'' and the ''height of the model’s bounding box as shown on screen''. When the model’s bounding box height equals the screen height, it is considered “100%,” and the ratio is specified numerically (100% = “1”). Fields for LOD0–LOD9 are automatically displayed according to the number of LOD levels set in the model. --''Example 1: LOD0 = “1”, LOD1 = “0.5”, LOD2 = “0.0”'' When the model appears at the same height as or larger than the screen: LOD0 When it appears between half the screen height and less than full height: LOD1 When it appears smaller than half the screen height: LOD2 #br By setting the threshold of the highest-numbered LOD model to “0,” you can prevent the stamp from disappearing completely, no matter how small it becomes. --''Example 2: LOD0 = “1”, LOD1 = “0.5”, LOD2 = “0.3”'' LOD0 and LOD1 behave the same as in Example 1. When the model appears smaller than 50% but at least 30% of the screen height: LOD2 When it becomes smaller than 30% of the screen height: it will no longer be displayed. --''Example 3: LOD0 = “5”, LOD1 = “0.5”, LOD2 = “0.0”'' When the camera moves close enough that the model height becomes 5 times or more the screen height: LOD0 When the model height is less than 5 times but at least half the screen height: LOD1 When it appears smaller than that: LOD2 #br When the camera approaches a stamp, the model’s bounding box height may exceed the screen height. For example, this occurs when closely observing something like a wall relief. -''About “Switching Threshold” in the “Model” Menu'' When importing an LOD model, a setting for LOD switching thresholds also appears in the properties of the [[Models]] menu. The threshold set in the “Model” menu becomes the default value for 3D stamps that use that model as their graphic. However, the value actually used in the game is the threshold set in the “3D Stamp” menu. Even when using the same model, you can create stamps with different thresholds. After modifying the threshold on the stamp side, if you want to revert to the default values set in the “Model” menu, use the “Reset LOD Model Switching Threshold” function. (This function is available in the context menu of the 3D stamp list.) -''Model Bounding Box'' Refers to the region enclosing the entire model, based on the distance between its highest and lowest vertices. Note: This is different from collision. For LOD switching determination, the size of the LOD level with the largest bounding box is used. #br Example: In the figure below, Blender displays LOD0–LOD2 meshes simultaneously. In this case, the size of LOD2, which has the greatest height, is treated as the bounding box height for the entire model. #ref(./LOD_boundingbox.png,60%) #br ***LOD Model Specifications [#r22aefe1] To use LOD in Bakin, configure the model as follows: -Within a single FBX file, create meshes named “Name_LODx.” (“Name” is the model name, “LODx” is the LOD level, and “x” is a number.) LOD levels can be set from LOD0 to LOD9. #ref(./LOD_Level.png,80%) #br Typically, duplicate the mesh, rename it to “Name_LODx,” and then reduce the polygon count using a decimation function or manual editing. #ref(./LOD-example-Modifier-Decimate.png,60%)