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VfxEmissionSkin

16.1

Class Documentation

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An emission source that is the skinned mesh of the unit the effect is bound to, in the unit's current pose. The point and the normal are picked and skinned as VfxEmissionMeshData describes for a complex emitter. The client then converts both from world space into the emitter's frame.

Properties

SkinData

Embed<VfxEmissionMeshData>
Default value
{
  "skeletonName": "",
  "AnimationName": "",
  "useSurfaceNormalForBirthPhysics": true,
  "maxJointWeights": 4,
  "meshScale": 1,
  "meshName": "",
  "Submeshes": []
}
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The mesh, skeleton and submesh settings. When the effect is bound to a unit with a skinned mesh, the unit's own mesh and skeleton replace meshName and skeletonName. The names in the data are used only when the bound object has no skinned mesh. Submeshes selects the submeshes as on VfxEmissionMeshData.