3D Stamps
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*What You Can Do with 3D Stamps [#ef9d29dd]
3D Stamps in the Resource Management specifies collision,...
#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 t...
#ref(./3D Stamps List.png,70%)
#br
- ''Add Button''
Add data (models, 2D images, particles, etc.) and registe...
- ''Folder Button''
Add a folder to manage stamps.
Multiple selected stamps can be grouped into a folder, an...
- ''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...
- ''Reset Materials in Use''
The material set on the stamp can be changed back to the ...
-''Reset LOD Model Switching Threshold''
Resets the threshold set for the stamp to the threshold s...
-''Export Selected Elements''
Export the selected elements as an .exrbr file. If multip...
The .exrbr file is a file format that allows various reso...
- ''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...
- ''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 wo...
''&color(red){(!)};''When exporting a work as a published...
Therefore, resources that are used only by plugins instal...
**Stamp Preview [#scbdc2e7]
This is a preview screen of the stamp.
Check the appearance of the model when it is placed on th...
#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 ...
- ''Preview''
The camera can be rotated and moved by dragging the right...
- ''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 na...
-''Copy Button''
Copy the contents of “Rendering Stamps Settings”.
''&color(red){(!)};''Subgraphic information will not be c...
-''Paste Button''
Paste the contents of the copied “Rendering Stamps Settin...
- ''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 correspon...
Click to select a model to be set as the stamp graphic.
The jump button can also be used to go to the setting scr...
--''Subgraphic''
Other graphics can be registered as [[Subgraphic:https://...
//Other graphics can be registered as subgraphics.
//Add a new subgraphic with "+" and select the graphic yo...
//Position, rotation, and scale can be specified individu...
//When "Apply Position Only" is turned on, the rotation X...
--''Accurate Collision''
When off, "Simple Collision Setting" is enabled.
When "On" is selected, "Accurate Collision Setting" is en...
--''Overwrite Non-Traversable Terrain''
If this stamp is placed on top of terrain specified as "N...
--''Billboarding''
Turning it on will cause the stamp to change direction on...
***Subgraphic [#sa6425e1]
Subgraphic is a feature that allows other stamps to be at...
Turn on the stamp's property “Subgraphic” to register sub...
#ref(./Resouces_3DStamps_Subgraphic.png,50%)
Add a new subgraphic with the Add button and select the g...
You can reflect changes in settings at once by changing p...
-''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 scr...
--''Attach Node''
Specify the model or bone to be used.
--''Apply Position Only''
When turned on, does not use bone orientation, only bone ...
This is especially useful when using particles as subgrap...
--''Relative Coordinate X'', ''Relative Coordinate Y'', '...
You can set the relative position of the subgraphic stamp...
--''Relative Angle X'', ''Relative Angle Y'', ''Relative ...
You can set the angle of the subgraphic stamp relative to...
--''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 Pl...
[[Change Display State of Event Subgraphic:https://rpgbak...
--''Use as Item Hook''
For cast members who have specified a stamp with a subgra...
''Use this option if you want to have weapons and armor o...
--- It is recommended that no model be specified for the ...
--- The relative position/angle of the subgraphic is refl...
With no graphics, it will be difficult to adjust the posi...
It is recommended that you first set up graphics for the ...
--- If you want the right and left hands to each hold an ...
-''Linked to Local Light ''
This is the setting for attaching local lights (point lig...
It is also possible to set only local lights without spec...
For example, it can be used in a first-person dungeon RPG...
--''Use''
Applies a local light as a subgraphic.
When this option is turned on, the light’s area of influe...
Adjust the light’s position and angle in the subgraphic p...
Example: To create a flashlight-like effect by pointing a...
--''Type''
Sets whether the light is a point light (omnidirectional)...
--''Color''
Click the 8-digit RGBA color code representing the light ...
For details, see [[Tools Palette]] → “Color Picker.”
--''Intensity''
Sets the strength of the light.
--''Radius''
For spotlights, sets the radius of the base of the cone t...
For point lights, sets the radius of the sphere that the ...
--''Specular''
Sets the intensity of light reflected in the opposite dir...
--''Shadow Map''
Enables shadows cast by this light.
''&color(red){(!)};'' The maximum number of lights with s...
--''Shadow Bias''
A value used to determine whether a pixel is in shadow.
If set too high, areas that should have shadows will not....
--''Inner Angle''
For spotlights, sets the angle of the area receiving stro...
--''Outer Angle''
For spotlights, sets the angle of the area receiving weak...
**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 s...
-''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 collisi...
Click to select the model to be set as the Mesh collision...
The jump button can also be used to go to the setting scr...
-''Position XYZ''
Specify the position XYZ of the collision model, respecti...
-''Rotation YYZ''
Specify the rotation values XYZ for the collision model, ...
-''Size XYZ''
Specify the size XYZ of the collision model, respectively.
-''Terrain Assignment''
You can specify a "terrain" and add the "sound effects" a...
This setting is valid even when this stamp is used with t...
You can edit the information set for "Terrain" in Resourc...
The "sound effect" will be the "footsteps" when the playe...
By taking advantage of the "change in 'status' granted wh...
**Accurate Collision Setting [#b820ba2d]
Select this option if you wish to add complex physics set...
You must prepare your physics settings in advance in the ...
#ref(Accurate Collision Setting.png)
#br
-''Physics Setting Name''
The name of the physics setting you have specified in the...
-''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 scr...
**Motion Setting [#f7b5258a]
Select the motion you added on the motion management scre...
The motion must be specified in the motion management scr...
#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 correspon...
Click to select the motion to be set for this stamp.
The jump button can also be used to go to the setting scr...
-''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 scr...
**Materials Used [#g755414f]
Lists the materials used in the model registered in the g...
By changing the material used, it is possible to change o...
#ref(Materials Used.png)
#br
-''Material Name''
The name of the material being specified.
-''Material''
Click to select the material to be set for this stamp.
The jump button can also be used to go to the setting scr...
**LOD Model Switching Threshold [#zdf9190b]
''&color(red){(!)};''This option is displayed only for st...
LOD (Level of Detail) is a feature that automatically swi...
LOD is generally used to reduce processing load.
Within a single FBX model file, meshes are prepared rangi...
When the model appears large on screen, LOD0 is displayed...
It is also possible to assign completely different mesh s...
For example, by assigning furniture to LOD0 and a humanoi...
-''Use LOD''
When enabled, LOD levels will switch based on the on-scre...
When disabled, all meshes for every LOD level included in...
Depending on the map, there may be cases where you do not...
For example, when using the same LOD model both outdoors ...
In such cases, enable “Use LOD” for the 3D stamp, and the...
Map Settings Palette > [[Basic:https://rpgbakin.com/pukiw...
-''LOD0–LOD9''
For each LOD level defined in the model, set the threshol...
Specifically, this is determined by comparing the ''scree...
When the model’s bounding box height equals the screen he...
Fields for LOD0–LOD9 are automatically displayed accordin...
--''Example 1: LOD0 = “1”, LOD1 = “0.5”, LOD2 = “0.0”''
When the model appears at the same height as or larger th...
When it appears between half the screen height and less t...
When it appears smaller than half the screen height: LOD2
#br
By setting the threshold of the highest-numbered LOD mode...
--''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% ...
When it becomes smaller than 30% of the screen height: it...
--''Example 3: LOD0 = “5”, LOD1 = “0.5”, LOD2 = “0.0”''
When the camera moves close enough that the model height ...
When the model height is less than 5 times but at least h...
When it appears smaller than that: LOD2
#br
When the camera approaches a stamp, the model’s bounding ...
For example, this occurs when closely observing something...
-''About “Switching Threshold” in the “Model” Menu''
When importing an LOD model, a setting for LOD switching ...
The threshold set in the “Model” menu becomes the default...
However, the value actually used in the game is the thres...
Even when using the same model, you can create stamps wit...
After modifying the threshold on the stamp side, if you w...
(This function is available in the context menu of the 3D...
-''Model Bounding Box''
Refers to the region enclosing the entire model, based on...
Note: This is different from collision.
For LOD switching determination, the size of the LOD leve...
#br
Example: In the figure below, Blender displays LOD0–LOD2 ...
In this case, the size of LOD2, which has the greatest he...
#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 “...
LOD levels can be set from LOD0 to LOD9.
#ref(./LOD_Level.png,80%)
#br
Typically, duplicate the mesh, rename it to “Name_LODx,” ...
#ref(./LOD-example-Modifier-Decimate.png,60%)
End:
*What You Can Do with 3D Stamps [#ef9d29dd]
3D Stamps in the Resource Management specifies collision,...
#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 t...
#ref(./3D Stamps List.png,70%)
#br
- ''Add Button''
Add data (models, 2D images, particles, etc.) and registe...
- ''Folder Button''
Add a folder to manage stamps.
Multiple selected stamps can be grouped into a folder, an...
- ''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...
- ''Reset Materials in Use''
The material set on the stamp can be changed back to the ...
-''Reset LOD Model Switching Threshold''
Resets the threshold set for the stamp to the threshold s...
-''Export Selected Elements''
Export the selected elements as an .exrbr file. If multip...
The .exrbr file is a file format that allows various reso...
- ''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...
- ''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 wo...
''&color(red){(!)};''When exporting a work as a published...
Therefore, resources that are used only by plugins instal...
**Stamp Preview [#scbdc2e7]
This is a preview screen of the stamp.
Check the appearance of the model when it is placed on th...
#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 ...
- ''Preview''
The camera can be rotated and moved by dragging the right...
- ''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 na...
-''Copy Button''
Copy the contents of “Rendering Stamps Settings”.
''&color(red){(!)};''Subgraphic information will not be c...
-''Paste Button''
Paste the contents of the copied “Rendering Stamps Settin...
- ''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 correspon...
Click to select a model to be set as the stamp graphic.
The jump button can also be used to go to the setting scr...
--''Subgraphic''
Other graphics can be registered as [[Subgraphic:https://...
//Other graphics can be registered as subgraphics.
//Add a new subgraphic with "+" and select the graphic yo...
//Position, rotation, and scale can be specified individu...
//When "Apply Position Only" is turned on, the rotation X...
--''Accurate Collision''
When off, "Simple Collision Setting" is enabled.
When "On" is selected, "Accurate Collision Setting" is en...
--''Overwrite Non-Traversable Terrain''
If this stamp is placed on top of terrain specified as "N...
--''Billboarding''
Turning it on will cause the stamp to change direction on...
***Subgraphic [#sa6425e1]
Subgraphic is a feature that allows other stamps to be at...
Turn on the stamp's property “Subgraphic” to register sub...
#ref(./Resouces_3DStamps_Subgraphic.png,50%)
Add a new subgraphic with the Add button and select the g...
You can reflect changes in settings at once by changing p...
-''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 scr...
--''Attach Node''
Specify the model or bone to be used.
--''Apply Position Only''
When turned on, does not use bone orientation, only bone ...
This is especially useful when using particles as subgrap...
--''Relative Coordinate X'', ''Relative Coordinate Y'', '...
You can set the relative position of the subgraphic stamp...
--''Relative Angle X'', ''Relative Angle Y'', ''Relative ...
You can set the angle of the subgraphic stamp relative to...
--''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 Pl...
[[Change Display State of Event Subgraphic:https://rpgbak...
--''Use as Item Hook''
For cast members who have specified a stamp with a subgra...
''Use this option if you want to have weapons and armor o...
--- It is recommended that no model be specified for the ...
--- The relative position/angle of the subgraphic is refl...
With no graphics, it will be difficult to adjust the posi...
It is recommended that you first set up graphics for the ...
--- If you want the right and left hands to each hold an ...
-''Linked to Local Light ''
This is the setting for attaching local lights (point lig...
It is also possible to set only local lights without spec...
For example, it can be used in a first-person dungeon RPG...
--''Use''
Applies a local light as a subgraphic.
When this option is turned on, the light’s area of influe...
Adjust the light’s position and angle in the subgraphic p...
Example: To create a flashlight-like effect by pointing a...
--''Type''
Sets whether the light is a point light (omnidirectional)...
--''Color''
Click the 8-digit RGBA color code representing the light ...
For details, see [[Tools Palette]] → “Color Picker.”
--''Intensity''
Sets the strength of the light.
--''Radius''
For spotlights, sets the radius of the base of the cone t...
For point lights, sets the radius of the sphere that the ...
--''Specular''
Sets the intensity of light reflected in the opposite dir...
--''Shadow Map''
Enables shadows cast by this light.
''&color(red){(!)};'' The maximum number of lights with s...
--''Shadow Bias''
A value used to determine whether a pixel is in shadow.
If set too high, areas that should have shadows will not....
--''Inner Angle''
For spotlights, sets the angle of the area receiving stro...
--''Outer Angle''
For spotlights, sets the angle of the area receiving weak...
**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 s...
-''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 collisi...
Click to select the model to be set as the Mesh collision...
The jump button can also be used to go to the setting scr...
-''Position XYZ''
Specify the position XYZ of the collision model, respecti...
-''Rotation YYZ''
Specify the rotation values XYZ for the collision model, ...
-''Size XYZ''
Specify the size XYZ of the collision model, respectively.
-''Terrain Assignment''
You can specify a "terrain" and add the "sound effects" a...
This setting is valid even when this stamp is used with t...
You can edit the information set for "Terrain" in Resourc...
The "sound effect" will be the "footsteps" when the playe...
By taking advantage of the "change in 'status' granted wh...
**Accurate Collision Setting [#b820ba2d]
Select this option if you wish to add complex physics set...
You must prepare your physics settings in advance in the ...
#ref(Accurate Collision Setting.png)
#br
-''Physics Setting Name''
The name of the physics setting you have specified in the...
-''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 scr...
**Motion Setting [#f7b5258a]
Select the motion you added on the motion management scre...
The motion must be specified in the motion management scr...
#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 correspon...
Click to select the motion to be set for this stamp.
The jump button can also be used to go to the setting scr...
-''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 scr...
**Materials Used [#g755414f]
Lists the materials used in the model registered in the g...
By changing the material used, it is possible to change o...
#ref(Materials Used.png)
#br
-''Material Name''
The name of the material being specified.
-''Material''
Click to select the material to be set for this stamp.
The jump button can also be used to go to the setting scr...
**LOD Model Switching Threshold [#zdf9190b]
''&color(red){(!)};''This option is displayed only for st...
LOD (Level of Detail) is a feature that automatically swi...
LOD is generally used to reduce processing load.
Within a single FBX model file, meshes are prepared rangi...
When the model appears large on screen, LOD0 is displayed...
It is also possible to assign completely different mesh s...
For example, by assigning furniture to LOD0 and a humanoi...
-''Use LOD''
When enabled, LOD levels will switch based on the on-scre...
When disabled, all meshes for every LOD level included in...
Depending on the map, there may be cases where you do not...
For example, when using the same LOD model both outdoors ...
In such cases, enable “Use LOD” for the 3D stamp, and the...
Map Settings Palette > [[Basic:https://rpgbakin.com/pukiw...
-''LOD0–LOD9''
For each LOD level defined in the model, set the threshol...
Specifically, this is determined by comparing the ''scree...
When the model’s bounding box height equals the screen he...
Fields for LOD0–LOD9 are automatically displayed accordin...
--''Example 1: LOD0 = “1”, LOD1 = “0.5”, LOD2 = “0.0”''
When the model appears at the same height as or larger th...
When it appears between half the screen height and less t...
When it appears smaller than half the screen height: LOD2
#br
By setting the threshold of the highest-numbered LOD mode...
--''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% ...
When it becomes smaller than 30% of the screen height: it...
--''Example 3: LOD0 = “5”, LOD1 = “0.5”, LOD2 = “0.0”''
When the camera moves close enough that the model height ...
When the model height is less than 5 times but at least h...
When it appears smaller than that: LOD2
#br
When the camera approaches a stamp, the model’s bounding ...
For example, this occurs when closely observing something...
-''About “Switching Threshold” in the “Model” Menu''
When importing an LOD model, a setting for LOD switching ...
The threshold set in the “Model” menu becomes the default...
However, the value actually used in the game is the thres...
Even when using the same model, you can create stamps wit...
After modifying the threshold on the stamp side, if you w...
(This function is available in the context menu of the 3D...
-''Model Bounding Box''
Refers to the region enclosing the entire model, based on...
Note: This is different from collision.
For LOD switching determination, the size of the LOD leve...
#br
Example: In the figure below, Blender displays LOD0–LOD2 ...
In this case, the size of LOD2, which has the greatest he...
#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 “...
LOD levels can be set from LOD0 to LOD9.
#ref(./LOD_Level.png,80%)
#br
Typically, duplicate the mesh, rename it to “Name_LODx,” ...
#ref(./LOD-example-Modifier-Decimate.png,60%)
Page: