mannequin#
Used to define mannequins, which can be used in mapping to create mannequins in the world.
To get a list of available mannequins, see this#Available_mannequins).
Hierarchy#
Valid Parent Blocks:
ID Properties#
This block should have an ID.
Parameters#
animSet#
- Type:
string
animSet defines the AnimSet used by the mannequin, which you probably should keep as mannequin. animState will set the AnimState used in the provided animSet. The pose parameter will set the AnimNode used by the mannequin, so the file inside the animState.
For example, take the vanilla mannequin AnimSets:
📁 media
📁 AnimSets
📁 mannequin
📁 female
📄 pose01.xml
📄 pose02.xml
📄 pose03.xml
📁 male
📄 pose01.xml
📄 pose02.xml
📄 pose03.xml
📁 scarecrow
📄 pose01.xml
📁 skeleton
📄 pose01.xml
If we want to use the AnimState female and AnimNode pose01.xml, we need the following parameter combination:
animNode=mannequin,
animState=female,
pose=pose01,
animState#
- Type:
string
See animSet for more details.
female#
- Type:
boolean
- Default:
True
Set to true to mark the mannequin as female, which wil change its body type.
model#
- Type:
block (block: model)
The model used by the mannequin. Some of the models available are:
FemaleBody
MaleBody
Mannequin_Scarecrow
Mannequin_Skeleton
By combining it with the texture parameter, you can create a variety of mannequin appearances.
outfit#
- Type:
string
- Attributes:
Can be empty
The outfit used by the mannequin.
pose#
- Type:
string
See animSet for more details.
texture#
- Type:
string
Used to chose the texture that will be rendered on the mannequin model. The texture needs to be in the media/textures/body folder.