Skip to content

Objects

Psycrow edited this page Jan 14, 2025 · 3 revisions

The MSH model supports the following four main object types:

  • Armature (Scene Root)
  • Mesh
  • Dummy
  • Collision

The type of an object is determined by its class and the "Type" value in the Object Properties menu. Objects with an undefined type or with "None" as their type will not be exported.

1

Armature (Scene Root)

Type: Object [Armature]

An armature acts as the parent object for all other types of objects in the scene. The MSH model must contain only one armature. While multiple armatures can be created in the file, only the active one will be exported.

The bounding box of the model is configured via the Object Properties.

2

In MSH files, the armature contains bones without hierarchy, and bone hierarchy only appears upon importing animation (ANI).

NOTE: Child objects of the armature must only be first-level nested; deeper nesting will be ignored during export.

Mesh

Type: Object [Mesh]

A mesh object includes the vertices, polygons, normals, UV coordinates, and vertex groups that define the model's geometry. MSH files can contain multiple mesh objects, but each mesh must use only one material. The assigned material can be exported to SKN.

Both the mesh's parent and the polygon storage method (either Triangle Strip or Triangle List) are configured in the Object Properties.

3

Dummy

Type: Object [Empty]

A dummy object serves as a placeholder for various game effects. Its position is relative to the parent bone or the Scene Root. When the parent is changed in the Object Properties, the parent bone is automatically set.

4

NOTE: Dummy rotation is supported in MSH starting from version 13.

Collision

Type: Collision Object [Empty or Mesh]

Collision objects are used to define physical interaction boundaries in the game. There are four types of collision objects:

  • Box
  • Sphere
  • Capsule
  • Mesh

5

NOTE: Collision object names are supported in MSH starting from version 11.

Collision Types Breakdown

Box Collision

  • Represents a standard cube or rectangular box primitive with six faces.
  • It can be rotated and scaled.

Sphere Collision

  • A sphere-shaped primitive defined by a center position and radius.
  • Radius is determined by the scale of the object, and all scale axes (X, Y, Z) must be equal and greater than zero.

Capsule Collision

  • Similar to a sphere but includes additional properties such as rotation and a height.
  • The Scale.x and Scale.y values must be equal and greater than zero.
  • The Scale.z value defines the capsule’s height and must also be greater than zero.

Mesh Collision

  • A more complex collision type comprising vertices and polygons akin to a standard mesh object.
  • This type allows for the creation of irregular or intricate collision shapes.

Clone this wiki locally