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 Bip001 looks can use the retarget path. The body-part map is for Bip001 only, 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. (_Mode is 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 bindposes reports 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 SpawnSaved does 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.