Limits
This page uses Mesh from Unity. The glossary says what each one is.
- The face keeps its neutral shape. The look’s face shapes are not applied yet.
- Only
Bip001looks can use the retarget path. The body-part map is forBip001only, so a look with another kind of skeleton uses the name path or is refused. - Materials are opaque only. Transparency is not copied, because the settings that go with it are not copied either. (
_Modeis not copied, because its keywords and the matching render queue are not copied) - A look uses one skeleton for the whole look, so a mesh can sit up to about 1 cm off. In the installed file, the look’s meshes disagree slightly about their shared starting pose, so one mesh of a look can sit that far from the others. (
SceneLookHarness bindposesreports the figure) - The retarget path costs extra work every frame. Each NPC makes two humanoid pose calls a frame, on top of normal skinning.
- A look is not saved. Apply it again after a load, as
SpawnSaveddoes for a mod NPC’s own look. - You can’t build a body from a look. A look can only go on a body that already exists.