Material slots
- The Materials section.
- The row's renderer: the mesh whose slot changes.
- Slot: which material slot, counted from 0.
- The material the slot gets while the toggle is on.
When to use it
Section titled “When to use it”Use the Materials section to put a whole other material on part of a mesh: another texture for a jacket, a metal version of a part, a second colour set made as its own material.
- To change one value of the material the mesh already has, such as a colour, use Material properties. It needs no second material.
- A radial cannot swap materials, since a material cannot blend. A blend shape trigger swaps it at one weight.
A toggle and a trigger have this section. It shows once it has a row. Add it with + Add effect, which offers it in Advanced mode.
Settings
Section titled “Settings”Materials
Section titled “Materials”Shown in: Advanced, and Simple once it has a row · Default: no rows · Choices: a renderer, a slot and a material
The list of material rows. + Add adds an empty row with Slot at 0. Add a row for each slot to swap, on one mesh or on several.
Renderer
Section titled “Renderer”Shown in: Advanced, and Simple once the section shows · Default: empty · Choices: a mesh of this avatar
The mesh whose slot the row swaps. Drag it from the Hierarchy onto the field, or press the small circle at its right end and pick it from the avatar's meshes.
Shown in: Advanced, and Simple once the section shows · Default: 0 · Range: 0 up to the mesh's last slot
Which material slot of the mesh the row swaps, counted from 0. In the mesh's own renderer component, the Materials list shows the slots as Element 0, Element 1 and so on. A slot number past the mesh's last slot is a missing target.
Material
Section titled “Material”Shown in: Advanced, and Simple once the section shows · Default: empty · Choices: any material in the project
The material the slot gets while the toggle is on, or while the trigger fires. Drag it from the Project window onto the field. While the toggle is off, the slot shows the material it has in the scene.
Pick by hand when copying
Section titled “Pick by hand when copying”Shown in: Advanced · Default: Off · Choices: On, Off
Right-click a row and choose Pick by hand when copying for the object of the row's renderer. When you copy the menu to another avatar, the window then has you pick the object to use on the other version instead of looking at the same place, for an object a world drop holds, for example. The component lists every marked object under Pick by hand.
What AvatarDoc builds
Section titled “What AvatarDoc builds”The material goes into the on state of the entry's layer, and the slot's material in the scene goes into its off state. On a blend shape trigger, the slot swaps at Swaps at in the Smooth style, or at Switch at in the Switch style.
Messages
Section titled “Messages”- A target is missing: the row has no renderer, or its slot number is past the mesh's last slot. AvatarDoc skips the row.
- A target is not part of the avatar.
- More than one control changes the same thing.
Related
Section titled “Related”Docs for AvatarDoc 0.7.1