Page 549 - ExtendSim User Guide
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3D Objects 523
Changing object properties
• UsinganequationblockorprogrammingwithModL,asdiscussedintheDeveloperRefer- ence.
Skin types
Many of the 3D objects have a single type of skin with multiple choices. For example, desk objects have one skin type that can be base, oak, or old.
☞ Base skin is what is seen in the preview area of a block’s Item Animation or Block Animation tab.
The Male and Female objects have two skin types: • Skin 1 is for the clothing
• Skin 2 is for the face and hands
☞ In a block’s Item Animation tab, objects with a choice for
skins also have a Random skin option. This causes a ran-
domized display of all the possible skin choices for that object. For male and female objects, both skin 1 and skin 2 can be random.
Using an Item library block
When you create an object using a block from the Item library, it is common to select the skin for the object at that time. For instance, the Create block you placed in the HowToE3D model on page 517 has a door with no skin options as its default 3D object. If you had instead selected a Crate object in the block’s Block Animation tab, you could have selected either a base skin or an old skin. Skins for the objects that represent items are selected in the Item Ani- mation tab of the block that creates or changes those objects.
Move an object
While a simulation is running, the movement of objects that represent items will be taken care of by the block code and dialog settings. However, you may want to move objects that have been created by the 2D model (such as objects that represent block) or objects that have been created using the E3D Editor.
There are several ways a 3D object can be directly moved:
• If the object represents a block and 2D and 3D positions are linked:
• Movethecorrespondingblockinthe2Dmodel
• If the object does not represent a block, or if the 2D and 3D positions are not linked:
• ChangeX/Y/Zcoordinatesinthecorrespondingblock’sBlockAnimationtab • MovetheobjectintheWorldeditor
• Changethevalueoftheobject’spositionpropertyintheWorldeditor
• Settheobject’spositionusingtheAnimate3Dblock.(Thisisanadvancedmethod;see page 558.)
• UseanequationblockorprogramwithModLfunctions(discussedintheDeveloperRefer- ence)
As you will see below, the method you can use depends on the circumstances.
Female object with two skin types
E3D


































































































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