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asset

scenesset 846× in templates and rigs

A placed 3D model, named by `asset="model:<name>"` (a library model or one generated for the promo).

asset#robot(asset="model:RobotExpressive" scale=417 blend=0.5)

Attributes

assettexte.g. model:ink-bug-casemodel:ink-bug-beetle-redmodel:ink-bug-moth846×
scalenumber"x y z"844×
position"x y z"825×
rotation"x y z"650×
cast_shadowtrue / false191×
receive_shadowtrue / false103×
parenttexte.g. phone-rigcase-rigcam-rig70×
matchtexte.g. padpad2pad328×
blendnumber4×
idtext1×
look_attextTurns the node every frame so its face (+z; a device's screen, a laptop's front) points at a target: a point `x y z` (mm, world), `#node-id` (that node, live) or `camera` (the lens, live). Its `rotation` and rotation keys are an offset on top of the aim.0×
uptextWith `look_at`: the world direction kept as the node's up, `x y z` (default `0 1 0`).0×

Where it goes

Examples

asset#robotin animations-transitions/animated-statesOpen and play →
asset#robot(asset="model:RobotExpressive" scale=417 blend=0.5)
  state
    0 Idle
    3.0 easeInOutQuad Walking
    6.5 easeInOutQuad Running
    7.2 easeOutQuad Angry 0.3
    9.4 easeInQuad Angry:0 0.3
    10.0 easeInOutQuad Dance 0.8
    10.8 easeOutQuad Surprised 0.3
    13.6 easeInQuad Surprised:0 0.3
    14.5 easeInOutQuad Sitting 0.6 hold
    15.4 easeOutQuad Sad 0.3
    17.2 easeInQuad Sad:0 0.3
    17.5 easeInOutQuad Standing 0.6 hold
    20.0 easeInOutQuad Idle 0.5
    21.0 easeOutQuad Surprised:0.7 0.4
    21.4 easeOutQuad Wave 0.2 hold
    22.8 easeOutQuad Idle 0.2
    23.2 easeOutQuad Jump 0.25 hold
    24.6 easeOutQuad Idle 0.25
    25.0 easeOutQuad ThumbsUp 0.2 hold
asset#sol-ain animations-transitions/animated-statesOpen and play →
asset#sol-a(asset="model:Soldier" scale=1000 position="-2000 0 0" rotation="0 180 0" blend=0.4)
  state
    0 Idle
    7.0 easeInOutQuad Run 0.6
asset#sol-bin animations-transitions/animated-statesOpen and play →
asset#sol-b(asset="model:Soldier" scale=1000 position="0 0 0" rotation="0 180 0")
  state
    0 Run
  // A STEP channel — rebinding a skeleton is not blendable. `own` is this
  // node's own clone; `shared:<node>` binds every SkinnedMesh here to the
  // matching mesh's skeleton on that node (three's DetachedBindMode), so
  // this rig stops posing itself and follows sol-a exactly.
  skeleton
    0 own
    7.0 shared:sol-a

Used in

Templates that write asset; each opens at its first use.