(1) 從網路下載來的皮膚素材,如果有部分不想要的話, 與其直接從json拿走, 不如留著但是修改位置及大小. 例如:
"type": "Entity",
"name": "entity_model",
"id": 1444153583,
"components": [
// Ʈ dz
{
"type": "TransformDefinitionComponent",
"name": "entity_root_TransformDefinition",
"position": {
"x": 0.0,
"y": -10.18,
"z": 0.03
},
"orientation": {
"x": 0.0,
"y": 0.0,
"z": 0.0,
"w": 1.0
},
"scale": {
"x": 0.035,
"y": 0.035,
"z": 0.035
},
"inheritOnlyPosition": false
},
{
"type": "EntityAttachmentDefinitionComponent",
"name": "entity_spectralflames_EntityAttachmentDefinition",
"targetbone": "L_lwr_arm_twist_01_bind_jnt"
},
{
"type": "ModelDefinitionComponent",
"name": "component_model_arrows",
"filename": "data/hd/character/enemy/bladecreeper/torso_lod0.model",
這個例子當中會在身上從bladescreeper加載其torso物件. 簡單地從人物身上拿掉的方式是, y座標設置負值(這樣一來會加載在地下的座標),或是scale設置一個非常小的數值(使得不起眼), 或是兩個都修改. 這樣做的好處是一旦想改回來會很容易知道改在哪裡.
(2) 想要把人物顯示放大, 但又不想連同環境一起放大的話, 可以修改entity_root_TransformDefinition裡面的scale. x/y/z各自代表三維的放大比例.
"type": "UnitDefinition",
"name": "assassin",
"entities": [
{
"type": "TransformDefinitionComponent",
"name": "entity_root_TransformDefinition",
"position": {
"x": 0.0,
"y": -0.03,
"z": 0.03
},
"orientation": {
"x": 0.0,
"y": 0.0,
"z": 0.0,
"w": 1.0
},
"scale": {
"x": 1.91,
"y": 1.91,
"z": 1.91
},
"inheritOnlyPosition": false
},