#author("2023-08-25T11:11:04+00:00","default:admin","admin")
#author("2023-08-25T14:28:50+00:00","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%)

**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)
#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''
Right-click in the 3D Stamps list to view.

#ref(Right.png)
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- ''Cut''
Cut the selected stamp.

- ''Copy''
Copy the selected stamp.

- ''Paste''
Paste the cut and copied stamp.

- ''Delete''
Delete the selected stamp.

- ''Rename File by Resource Name''
Not used for 3D Stamps in Resource Management.

- ''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 Resource Management.

- ''Open the Import Folder in Explorer''
Not used for 3D Stamps in Resource Management.

- ''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.

**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)
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- ''Name''
Specify a name for the stamp.
(You can also change it by clicking twice on the stamp name in the 3D stamp list.)

- ''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.

--''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.

--''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.

**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.

-''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)
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-''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.

**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(Motion Setting.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.


**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.

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