This page strives to clear up and explain some terms you often come across when using Model Engine.
Model Blueprint
This term refers to the imported models cached within Model Engine after server boot
or running the /meg reload models
command. As the name suggest, this is only the blueprint,
and not the model itself.
Modeled Entity
This term is used to describe an entity which has the capability of displaying models. A modeled entity doesn't necessarily have a model, and can have multiple active models at once.
Active Model
An active model is the actual model that is being applied to a modeled entity, animated, and displayed in the world. It's structured can be altered at runtime, and does not affect the model blueprint when modified.
Bone
A bone represents the movable part of an active model. It also rarely refers to the default bone configuration stored within a model blueprint, which should not be modified.
State
An animation that is being supplied from a model blueprint to a active model, and configured with different attributes such as speed, transition-in time, and transition-out time.
CullType
CullType specifies the action performed to cull a model in order to reduce network load.
Here is a list of actions, from least to most reduction.
Type | Description |
---|---|
NO_CULL | Does not cull the model. Which means the modeled entity moves like normal |
MOVEMENT_ONLY | Stop all animation updates and only update the modeled entity's position, outside of some specific bones |
CULLED | Completely despawn the modeled entity from view outside of some specific bones |