How to change the material of an object in the World Editor
When we add a 3D object to a level using the World Editor, it always has the same set of materials as defined by the artist (using the Material Editor window or through scripts). Sometimes we want to keep the same object geometry and just change the materials used. An example would be two soccer nets with distinct coloring while having the same shape. This process of changing the materials of an object in Torque 3D is called skinning. In this recipe, we will change the materials of an object to be different than the default materials by modifying the properties of an object using the World Editor window.
Getting ready
Before we can skin a 3D object, we need to prepare it and its materials or surfaces in a 3D modeling application. We will then have to set up the new skinned Material
instances using a text editor, such as Torsion, to have their mapTo
properties set correctly. Afterwards we can tweak the Material
instances using the...