WrapTarget
The WrapTarget object defines a target. A target is the 3D body with only an outer surface, or an Outer Cage.
This target, often an Avatar, is what 3D accessories (using WrapLayer) will be applied to, allowing multiple accessories items to naturally layer over the source target.
Summary
Properties
Sets color used for the debug rendering. See WrapTarget.DebugMode.
- not replicatednot scriptableread parallel
Allows switching between different debugging visualization modes for cage meshes.
Defines how much the body mesh can be compressed by clothing.
- read parallel
Asset ID for cage mesh.
- read parallel
Cage mesh offset relative to parent MeshPart.
- read onlynot replicatedread parallel
Cage mesh offset in world space.
- not scriptableread parallel
- read parallel
Describes where a global zero was while authoring the cage mesh in an asset creation tool.
- read onlynot replicatedread parallel
Describes where the origin (in world space) was while authoring the cage mesh in an asset creation tool.
Properties
Color
Sets color used for the debug rendering. See WrapTarget.DebugMode
DebugMode
Allows switching between different debugging visualization modes for cage meshes.
Stiffness
Defines how much the body mesh can be compressed by clothing. Super tight clothing may lead to an intersection between the clothing mesh and body mesh. To solve this visual artifact, the deformer can compress the body mesh slightly to solve possible intersections.
Valid range is 0 to 1. A value of 0 will compress the body mesh as much as necessary to ensure that the intersections are eliminated (visible body parts might look a little bit deformed). A value of 1 will prevent the body mesh from being compressed (may lead to visible intersections or Z-fighting). A value of 0.9 (default) is a reasonable default that solves most of the intersections without introducing any significant body deformation.