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Attachments are things that can attach to avatars. The system is designed in a way that is flexible enough to support many different types of assets.
What can I make with this?
- Firearms (pistols, rifles, shotguns)
- Melee weapons (swords, axes, hammers, daggers)
- Musical instruments (guitars, drums, flutes)
- Tools (wrenches, hammers, screwdrivers)
Work In Progress
This package type is still being developed, more features will become available in the coming weeks. When these features are complete, you will be able to create all of the above. Please let us know on Slack or Discord if you have any feedback as we develop this feature.
What can I make today?
- Aura’s — Things like halo effects around the avatar
- Rideables — Skateboards, Hoverboards, …
- Pets — For
Worldscope, you can create attachments that come with scripting components. This allows you to write your own logic for how the attachment follows your avatar.
Simply said, an attachment can be a simple 3D model that is attached to an avatar in a given slot. But it can be a lot more than that too.
- Attachment Slot — Each attachment defines a primary slot and additional slots. An avatar can only equip a single attachment for a given slot.
- Category — Each attachment needs to assign a category, this will be used to group similar items in someones backpack
Attachments have been recently introduced, and many more features are coming soon.
Skinned attachments are basic models that are skinned to the Avatar’s bone skeleton. When the avatar animates, the attachment mesh deforms with it.
When this option is enabled you can select a bone to parent the attachment to. For example, a “Can of Coke” can be parented to the avatar’s Right Hand.
Attachments can force one of four Avatar IK points (2 hands, 2 feet) to a specified target transform. For example, for a “Bicycle” attachment, you’ll want to IK the hands to the handle bar.
Attachments can give avatars additional abilities. For example, a sword attachment could define two custom actions: Attack and Block. With custom actions you will be able to specify additional avatar animations to play.
Avatar Animation Settings
Attachments can optionally override the avatar animations for its default clips. For example, if the avatar is running with a heavy sword, you may want a slightly different walk/jog/run animation. Or as a different example, for a hoverboard attachment, the avatar animations can be overridden to match the pose for standing on a hoverboard. These settings also allow you to set if an attachment is visible or not while a specific avatar animation clip is playing. Same for IK settings
Attachment Animation Settings
Allows you to set animation clips to play in sync with the avatar. For example, when the avatar “jump” animation is playing, you can set what the “jump” animation should be on the attachment. These animations are synchronized between the avatar and the attachment. This is the key feature that allows you to create a hoverboard where the jump animation looks like the avatar is jumping with the board.