Sample Sidebar Module

This is a sample module published to the sidebar_top position, using the -sidebar module class suffix. There is also a sidebar_bottom position below the menu.
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Sample Sidebar Module

This is a sample module published to the sidebar_bottom position, using the -sidebar module class suffix. There is also a sidebar_top position below the search.
Target Properties

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Object
Object Type Type of the Selected Object, in this case Target
Object ID ID of the Object. This cannot be changed and is automatically generated by Bright Engine. When accessing this object via scripts, the ID is used to identify which object you are interacting the script with.
Group ID ID of the group the Object is assigned to.
Properties Property set assigned to the object.
Hide Button By enabling this feature, the selected Object will be hidden in the viewport.
Lock Button By enabling this feature, the selected Object can no longer be translated, rotated or scaled. It is also removed from the selection pass meaning, re-selection of the object at a later stage must be done via the Hierarchy panel. Locked objects have a yellow bounding box. This can be toggled at any time.
Position X,Y,Z co-ordinates of the Object in the Zone


Target
Model This can be left as None. You can assign a target to link its position to a Model Object in the scene. Only model with a Skeleton can be selected.
Bone This is the bone within the skeleton of the assigned model which the target will attach itself to.
Picker Button When this is clicked, the user can select the Model in the zone they want this target to become attached to by simply clicking on it. Note that all models which do not have a skeleton are not rendered when using this tool. If you want to cancel this operation, simply click the picker button again.
Selector Button When this is clicked, the assigned model object will be selected.
Offset Mode Sets the Offset calculation mode:
  • Global- The offset values are applied to the target using the global axis of the zone
  • Local- The offset values are applied to the target using the local axis of the selected bone which the target is attached to.
Offset Position Sets the offset position of the target to the bone.


Target Assignment
Target This is the target which the object will be assigned to. If working in a Zone with a large amount of targets, using the drop down list can be slow, instead use the Picker Button.
Picker Button When this is clicked, the user can select the target in the zone they want this object to become attached to by simply clicking on it. If you want to cancel this operation, simply click the picker button again.
Selector Button When this is clicked, the assigned target object will be selected.
Position Mode Sets the positioning rules of this object now that it is assigned to a target.

  • Independent – Object position is not influenced by assigned target.
  • Relative – Object positioning is affected by the assigned target, and a constant offset is maintained between the object and assigned target. The offset value is set by changing the position of the object. This means that if the assigned target is moving, the object will move relative to the target.
  • Absolute – Object positioning is set by the assigned target. This setting overrides all other positioning methods such as a waypoint path.
Rotation Mode Sets the rotational rules of this object now that it is assigned to a target.

  • Independent- Object rotation is not influenced by the assigned target.
  • Look At – Object rotation is influenced by the assigned target so that it will always be rotated to face in the direction of the target at all times.
  • Look Away – Object rotation is influenced by the assigned target so that it will always be rotated to face away from the target at all times.


Waypoint Assignment
Assigned Waypoints List of the assigned waypoints to the object. The order they appear in the list is the order the object will hop between paths.
Add Add a new waypoint assignment for this object. Note: don’t forget to assign a Waypoint and a Path to this waypoint assignment after creating it using the Waypoint and Path setting. If a path is not assigned to this waypoint assignment, the object will not hop onto it once it finishes its current path.
Rename Rename the selected Waypoint Assignment
Remove Remove the selected Waypoint Assignment. If there are no other Waypoint Assignments for this object, the object will detach from its current path and revert back to its world position.
Waypoint This is the waypoint which the object will be assigned to. Note that only waypoints which have at least one path can be selected. If working in a Zone with a large amount of waypoints, using the drop down list can be slow, instead use the Picker Button.
Path This is the selected path of the selected waypoint which the object will follow.
Picker Button When this is clicked, the user can select the waypoint in the zone they want this object to become attached to by simply clicking on it. Note that all waypoints which do not have at least one path are not rendered when using this tool. If you want to cancel this operation, simply click the picker button again.
Selector Button When this is clicked, the assigned waypoint object will be selected.
Initial Progress This sets how far along the path the object will be at the start of its movement. This is a percentage and has a value between 0 and 100.
Inherit Rotation This will cause the object to rotate itself in the same direction as the last waypoint passed within the path.
Interpolate Rotation The will cause the object to use an interpolated rotation value between the last and next waypoint along the path.
Interpolate After This will set the percentage progress of the distance travelled between the last and next waypoint along the path, before the interpolated rotation value is used.
Hop After This will set the percentage progress of the distance travelled until the object hops onto the next path within the Assigned Waypoint List. Note that objects will not hop to the next path, if the next path is not set.
Offset Position This sets an offset in the object’s position compared to the position along the path.
Offset Rotation This sets an offset in the object’s rotation compared to the rotation set by the waypoints.