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    <title>Frictional Game Wiki hpl3:tools:maineditors:model_editor</title>
    <subtitle></subtitle>
    <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/"/>
    <id>https://oldwiki.frictionalgames.com/</id>
    <updated>2026-04-19T14:26:34+00:00</updated>
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    <entry>
        <title>Bodies</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/bodies?rev=1352490901&amp;do=diff"/>
        <published>2012-11-09T19:55:01+00:00</published>
        <updated>2012-11-09T19:55:01+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/bodies?rev=1352490901&amp;do=diff</id>
        <summary>Bodies

General Parameters

	*  Name: Name of the body.
	*  Position: 3D Vector storing the position in world of the center of the body.
	*  Rotation: 3D Vector storing the body rotation.
	*  Scale: 3D Vector storing the scale of the body.

Body Specific</summary>
    </entry>
    <entry>
        <title>Bones</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/bones?rev=1341328333&amp;do=diff"/>
        <published>2012-07-03T15:12:13+00:00</published>
        <updated>2012-07-03T15:12:13+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/bones?rev=1341328333&amp;do=diff</id>
        <summary>Bones

If the imported mesh has a skeleton, its component bones will be created along with the submeshes. Subentities can be attached to bones.

General parameters:

	*  Name: Name of the bone. Cannot be edited.

Attachments Tab:

Just like with bodies, stuff can be attached to a bone. To do so, just set up the filter and press the attach button, then click on objects you want to attach.</summary>
    </entry>
    <entry>
        <title>Joint EditMode</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/joint_editmode?rev=1341329606&amp;do=diff"/>
        <published>2012-07-03T15:33:26+00:00</published>
        <updated>2012-07-03T15:33:26+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/joint_editmode?rev=1341329606&amp;do=diff</id>
        <summary>Joint EditMode

To build more complex physics setups, you will need to add joints to your models. This way you will be able to create stuff like doors, tables with drawers, levers and so on.

There are four types of joints that can be created at the moment:</summary>
    </entry>
    <entry>
        <title>Joints</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/joints?rev=1341328301&amp;do=diff"/>
        <published>2012-07-03T15:11:41+00:00</published>
        <updated>2012-07-03T15:11:41+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/joints?rev=1341328301&amp;do=diff</id>
        <summary>Joints

Joints are used to constrain the movement between to bodies. They are a very powerful tool and can be used to do a lot of stuff such as lamps that can sway back and forth, drawers that can be interacted with and even a car with wheels and suspenders.</summary>
    </entry>
    <entry>
        <title>Model Editor</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/main?rev=1359649379&amp;do=diff"/>
        <published>2013-01-31T16:22:59+00:00</published>
        <updated>2013-01-31T16:22:59+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/main?rev=1359649379&amp;do=diff</id>
        <summary>Model Editor

The Model Editor is our own application to create entities. An entity (saved in a .ent file) is composed of a mesh and a set of physical properties, bodies, and optionally joints and sub-entities. It can also contain animations for an animated entity, such as NPC's. Also worth noting is that an entity must be set up with a user defined type.</summary>
    </entry>
    <entry>
        <title>Shape EditMode</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/shape_editmode?rev=1341329592&amp;do=diff"/>
        <published>2012-07-03T15:33:12+00:00</published>
        <updated>2012-07-03T15:33:12+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/shape_editmode?rev=1341329592&amp;do=diff</id>
        <summary>Shape EditMode

This EditMode is used to create Shapes that will help in physics body creation. At the moment you can create four types of shapes:

	*  Box
	*  Cylinder
	*  Sphere
	*  Capsule</summary>
    </entry>
    <entry>
        <title>Shapes</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/shapes?rev=1434524439&amp;do=diff"/>
        <published>2015-06-17T07:00:39+00:00</published>
        <updated>2015-06-17T07:00:39+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/shapes?rev=1434524439&amp;do=diff</id>
        <summary>Shapes

General Parameters:

	*  Name: Name of the shape.
		*  Position: Position of the shape in the world.
		*  Rotation: 3D Vector storing the shape rotation.
		*  Scale: 3D Vector storing the scale of the shape.

Shape Specific:

	*  Create body: will create a body out of the shape. Also works when multiple shapes are selected, thus creating a multishape body.</summary>
    </entry>
    <entry>
        <title>SubMesh Reassign Dialog</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/submesh_reassign_dialog?rev=1360602248&amp;do=diff"/>
        <published>2013-02-11T17:04:08+00:00</published>
        <updated>2013-02-11T17:04:08+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/submesh_reassign_dialog?rev=1360602248&amp;do=diff</id>
        <summary>SubMesh Reassign Dialog



This window allows the user to keep existing submesh data in the event of importing a new mesh or updating of the current one.

On the left, a list with the new submeshes will be displayed, as well as a selector for pairing with a previous submesh for each. The</summary>
    </entry>
    <entry>
        <title>SubMeshes</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/submeshes?rev=1341328318&amp;do=diff"/>
        <published>2012-07-03T15:11:58+00:00</published>
        <updated>2012-07-03T15:11:58+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/submeshes?rev=1341328318&amp;do=diff</id>
        <summary>SubMeshes

Whenever a Mesh is imported into the ModelEditor, it will spawn one or several submeshes. These can be attached to bodies.

General Parameters:

	*  Name: Name of the shape.
	*  Position: Position of the shape in the world. If the mesh has a skeleton, no transformations can be applied.</summary>
    </entry>
    <entry>
        <title>Entity Class window</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/window_class?rev=1352429783&amp;do=diff"/>
        <published>2012-11-09T02:56:23+00:00</published>
        <updated>2012-11-09T02:56:23+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/window_class?rev=1352429783&amp;do=diff</id>
        <summary>Entity Class window

With this window, one can set up properties for the entity. First, a class shall be picked from the combo box at the top of the window. When this is done, a list of variables will appear below them.



If defined, you can get information on a variable by moving the mouse over it.</summary>
    </entry>
    <entry>
        <title>Entity Preview/Animation Editor window</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/window_entitypreview?rev=1385484127&amp;do=diff"/>
        <published>2013-11-26T16:42:07+00:00</published>
        <updated>2013-11-26T16:42:07+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/window_entitypreview?rev=1385484127&amp;do=diff</id>
        <summary>Entity Preview/Animation Editor window

When you have your entity all set up with bodies, joints and such, it is time to test how it would look in the game. That's what the Entity Preview window is for. In this window you will be able to see how the entity would look ingame, meaning it will be physically simulated. In it you will also get to edit the entity's animations, if any. To start the preview, just press the</summary>
    </entry>
    <entry>
        <title>Entity Notes window</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/window_notes?rev=1352428993&amp;do=diff"/>
        <published>2012-11-09T02:43:13+00:00</published>
        <updated>2012-11-09T02:43:13+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/window_notes?rev=1352428993&amp;do=diff</id>
        <summary>Entity Notes window



With this window, one can add small bits of information that will be readable when placing an entity of the currently edited type in LevelEditor, via its Entity Notes dialog.

To create a note, just type it in the textbox and close the popup.</summary>
    </entry>
    <entry>
        <title>Outline window</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/window_outline?rev=1352487364&amp;do=diff"/>
        <published>2012-11-09T18:56:04+00:00</published>
        <updated>2012-11-09T18:56:04+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/model_editor/window_outline?rev=1352487364&amp;do=diff</id>
        <summary>Outline window

The Outline window is a nice tool to edit attachments indirectly. When brought up, all objects in the scene will be listed in it.
Shapes belonging to bodies can be kept from being listed, this can be toggled with the “Hide connected shapes</summary>
    </entry>
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