The model viewer turns any model in the client around, plays its animations, dresses characters and saves pictures and 3D files of it. It reads the client and never writes to it.
The Models panel
The Models icon on the rail lists the client's models in three tabs:
- Characters: the player races or classes, which you can dress up.
- Creatures: monsters, NPCs, animals and mounts.
- Items: weapons, armour pieces, shields and other things with a model of their own.
Each entry shows its kind as a tag, such as the weapon type or armour slot, and each tab shows how many it holds.
Searching
The search box at the top searches names, tags, ids and file names together, so dragon, 00113 and FLEM all find something. Every word you type must match.
Names come from the client's own name tables, in the client's language. When a model has no name in the client it is listed by its file name.
Opening a model
Click an entry to open it as the model tab. Opening another replaces it. An armour piece chosen in Items is shown on a body that wears it, so you see it the way it looks in the game, not floating on its own; the toolbar names both, for example "Bellato Heavy Gloves on Bellato Male".
With the model tab in front, click outside the search box and the Up and Down arrow keys step through the list, opening each model as you go.
What a model brings
- The toolbar: the model's name, Open the project's client files folder, reload (F5) and screenshot (F12).
- The inspector: five tabs, Scene, Dress-up, Spells, Files and Capture.
- The timeline under the model, for its animations.
- The status bar: whether hot reload is watching the model's files.
From a map
On a map, select a spawn and choose Tools > Open the selected spawn's model to open the monster it places. See Between maps and models.