💡
Bodyparts

💥 Overview

The bodyparts ini type indexes all character bodies: bodies, heads, hands and accessories. All parts are listed independently.

💨 Vanilla Examples

  • \DATA\CHARACTERS\bodyparts.ini

⚡ Syntax

The bodyparts.ini file is arranged in a specific order: multiple Body sections, Head sections or Hand sections are defined after a DetailSwitchTable section, a PetalAnimations section and a Skeleton section. This means each body/head/hand defined by their respective section will also inherit the properties defined by the preceding DetailSwitchTable, PetalAnimations and Skeleton sections.

For instance, all bodies are defined in this way:

  • DetailSwitchTable
  • PetalAnimations
  • Skeleton
  • Body
  • Body
  • (...)

An Animations section MUST be located at the very beginning of the file.

💨 Animations

[Animations]
anim = PATH ;repeatable
Parameter Information
anim Refers to a ANM file. There can be multiple anim parameters, as many as there are ANM files to list.

📎 DetailSwitchTable

[DetailSwitchTable]
switch = INT, FLOAT ;repeatable
Parameter Information
switch Default: 100, 999999
No further details.

🔥 PetalAnimations

[PetalAnimations]
anim = PATH ;repeatable
Parameter Information
anim Refers to a ANM file. There can be multiple anim parameters, as many as there are ANM files needed for the following parts

🔥 Skeleton

[Skeleton]
sex = STRING
Parameters Information
sex Can either be male or female, depending on the sex of the following parts.

📌 Body | Head | RightHand | LeftHand

[Body|Head|RightHand|LeftHand]
nickname - STRING
mesh = PATH
Parameters Information
nickname See nickname for more information.
mesh Path to the DFM file holding the part's model and texture data.

💥 Accessory

[Accessory]
nickname = STRING
mesh = PATH
hardpoint = STRING
body_hardpoint = STRING
Parameter Information
nickname See nickname for more information.
mesh Path to the DFM file holding the part's model and texture data.
hardpoint Hardpoint of the accessory model at which the accessory attaches to the parent model. See Hardpoint for more information.
body_hardpoint Hardpoint of the parent model to which the accessory is attached. See Hardpoint for more information.