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WrapTarget

The WrapTarget object defines a target. A target is the 3D body with only an outer surface, or an Outer Cage.

Member index 3

HistoryMember
553Color: Color3
553DebugMode: WrapTargetDebugMode
553Stiffness: float
inherited from BaseWrap
553CageMeshId: Content
553CageOrigin: CFrame
553CageOriginWorld: CFrame
553HSRAssetId: Content
553ImportOrigin: CFrame
553ImportOriginWorld: CFrame
603GetCageOffset(): Vector3
475GetFaces(cageType: CageType): Array
629GetUVs(cageType: CageType): Array
475GetVertices(cageType: CageType): Array
499IsHSRReady(): bool
573ModifyVertices(cageType: CageType, vertices: Array): null
639VerticesModified(vertices: Array)
inherited from Instance
553Archivable: bool
635Capabilities: SecurityCapabilities
553ClassName: string
553Name: string
553Parent: Instance
635Sandboxed: bool
616UniqueId: UniqueId
553className: string
576AddTag(tag: string): null
573ClearAllChildren(): null
462Clone(): Instance
573Destroy(): null
486FindFirstAncestor(name: string): Instance
486FindFirstAncestorOfClass(className: string): Instance
486FindFirstAncestorWhichIsA(className: string): Instance
486FindFirstChild(name: string, recursive: bool = false): Instance
486FindFirstChildOfClass(className: string): Instance
486FindFirstChildWhichIsA(className: string, recursive: bool = false): Instance
486FindFirstDescendant(name: string): Instance
563GetActor(): Actor
486GetAttribute(attribute: string): Variant
462GetAttributeChangedSignal(attribute: string): RBXScriptSignal
631GetAttributes(): Dictionary
486GetChildren(): Objects
462GetDebugId(scopeLength: int = 4): string
486GetDescendants(): Array
486GetFullName(): string
462GetPropertyChangedSignal(property: string): RBXScriptSignal
641GetStyled(name: string): Variant
576GetTags(): Array
576HasTag(tag: string): bool
486IsA(className: string): bool
486IsAncestorOf(descendant: Instance): bool
486IsDescendantOf(ancestor: Instance): bool
580IsPropertyModified(name: string): bool
573Remove(): null
576RemoveTag(tag: string): null
580ResetPropertyToDefault(name: string): null
573SetAttribute(attribute: string, value: Variant): null
462WaitForChild(childName: string, timeOut: double): Instance
553children(): Objects
553clone(): Instance
573destroy(): null
553findFirstChild(name: string, recursive: bool = false): Instance
553getChildren(): Objects
462isA(className: string): bool
553isDescendantOf(ancestor: Instance): bool
573remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462Changed(property: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
553childAdded(child: Instance)

Description

The WrapTarget object defines a target. A target is the 3D body with only an outer surface, or an Outer Cage.

This target, often an Avatar, is what 3D accessories (using WrapLayer) will be applied to, allowing multiple accessories items to naturally layer over the source target.

History 13

Members 3

Color

TypeDefault
Color31, 1, 1

Sets color used for the debug rendering. See WrapTarget.DebugMode

This property is not scriptable. It cannot be accessed by script code.
This property is not replicated. Its interface does not cross the network boundary.

History 4

Tags: [NotReplicated, NotScriptable]

DebugMode

TypeDefault
WrapTargetDebugModeNone

Allows switching between different debugging visualization modes for cage meshes.

This property is not scriptable. It cannot be accessed by script code.
This property is not replicated. Its interface does not cross the network boundary.

History 4

Tags: [NotReplicated, NotScriptable]

Stiffness

TypeDefault
float0

Defines how much the body mesh can be compressed by clothing. Super tight clothing may lead to an intersection between the clothing mesh and body mesh. To solve this visual artifact, the deformer can compress the body mesh slightly to solve possible intersections.

Valid range is 0 to 1. A value of 0 will compress the body mesh as much as necessary to ensure that the intersections are eliminated (visible body parts might look a little bit deformed). A value of 1 will prevent the body mesh from being compressed (may lead to visible intersections or Z-fighting). A value of 0.9 (default) is a reasonable default that solves most of the intersections without introducing any significant body deformation.

History 4

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