kRenderModel
You can get a handle to an actor's render model with kActor::RenderModel()
.
See also kAnimState for animating the model.
Methods
void SetModel( kStr& modelPath, kStr& animPath )
change which model to display
e.g.,
self.RenderModel().SetModel(
"models/dyn_grenade_launcher.bin",
"anims/dyn_grenade_launcher_anim.bin" );
kVec3& Offset()
offset from the actor's location to render the model, in global coordinates
void SetRotationOffset( int node, float radians, float axisX, float axisY, float axisZ )
void SetRotationOffset( int node, kQuat& offset )
change the orientation of a part of the model, in local coordinates
void SetTexture( int node, int variant )
set the texture variant to use for all textures on a part of the model
void SetVisibility( int node, bool bVisible )
void HideSection( int node, int section, bool bHide )
set the visibility of a part of the model, or a portion thereof
void AddTrailEffect( kStr& effectName, int node )
attach a trail effect to a part of the model
void RemoveTrailEffect()
remove all attached trail effects
int GetNumAttachedTrails()
return the number of trail effects currently attached to the model