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Api
Classes
ModelDeformer
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Classes
class
ModelDeformer
Constructors
functions
ModelDeformer
Properties
data_object
ApplyToBoneMergedChildren
data_object
BoundedOperation
data_object
Falloff
data_object
Inflation
data_object
InflationSoftness
data_object
NormalMode
data_object
NormalSmoothingRadius
data_object
Operation
data_object
Priority
data_object
PullFocus
data_object
RotationOffset
data_object
ScaleFactor
data_object
SceneVolume
data_object
StretchRatio
data_object
StretchTransition
data_object
Target
data_object
TransformBlend
data_object
Translation
data_object
Weight
ModelDeformer
Deforms an ancestor model using an ordered stack of masked operations before bone skinning. Bones, collision, hitboxes and attachments are unaffected.
class
Sandbox
.
account_tree
extends
VolumeComponent
sealed
Sandbox.Engine
build
Constructors
1
ModelDeformer
(
)
Creates a sphere volume with a broad, smooth falloff.
data_object
Properties
19
ApplyToBoneMergedChildren
bool
Apply this effect to bone-merged clothing and accessories attached to the same model.
BoundedOperation
Nullable`1
Operation with an editable edge transition; infinite shapes do not have an edge.
Falloff
float
Width of the smooth edge fade, relative to the shape's radius or smallest half-extent. Zero applies full strength inside the shape; one fades across the entire interior. Infinite shapes always apply full strength and do not use falloff.
Inflation
float
Signed inflation: negative values contract, zero leaves the model unchanged, and positive values expand. The shape boundary limits displacement; capsules expand or contract around their axis.
InflationSoftness
float
How gradually inflation fades near the shape's edge. Zero keeps inflation broad; one softens it across the whole shape, concentrating the effect toward the center.
NormalMode
NormalModeType
Accurate follows the local deformation; Smooth softens its shading over a neighbourhood. Preserve moves vertices without correcting their shading. No mode changes the displacement itself.
NormalSmoothingRadius
float
Distance over which surface shading is smoothed, in local units. Larger values soften more detail without changing the shape of the mesh.
Operation
OperationType
Operation applied inside the shape. Hover a button for its name and description.
Priority
int
Lower priorities deform the model first; higher priorities operate on their result. Use distinct priorities when the order of effects matters.
PullFocus
float
How strongly the pull is concentrated near the center. Zero pulls the entire interior equally; one gradually weakens the pull from the center toward the edge, leaving the rim in place.
RotationOffset
Angles
Rotation around the shape center, applied after scale and before translation.
ScaleFactor
Vector3
Scale on each local axis around the shape center.
SceneVolume
SceneVolume
Choose the affected area, then move or resize it in the scene. Infinite affects the whole model. Vertices affected by a finite shape stay inside its boundary.
StretchRatio
float
Local Z scale. One is unchanged; below one squashes and above one stretches. X/Y compensate to preserve volume before Value and the shape's falloff are applied. At zero the height is flat; width compensation is capped at ten near zero to stay finite.
StretchTransition
float
Width of the transition between the squashed or stretched area and the surrounding mesh. Zero gives an abrupt boundary; one spreads the transition across the whole shape.
Target
ModelRenderer
Ancestor renderer receiving this volume.
TransformBlend
float
How much of the shape blends the transform into the surrounding mesh. Zero transforms the entire interior equally; one blends from the center to the edge.
Translation
Vector3
Position offset in the shape's local axes.
Weight
float
Blend from the original shape at zero to the full effect at one. Negative values reverse the displacement; values above one amplify it.
Inheritance
Component
VolumeComponent
ModelDeformer
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