Roblox UtilitiesDevlHub Roblox Documentation

Class

WrapLayer

Inherits
BaseWrap › Instance › Object
Memory category
Instances

The WrapLayer object defines a 3D accessory's inner and outer surfaces and other properties related to layering accessories. These surfaces, or the Inner Cage and Outer Cage, are similar to collision boxes, and describe the surfaces of which other 3D accessories can be placed without clipping or breaking.

The WrapLayer object defines a 3D accessory's inner and outer surfaces and other properties related to layering accessories. These surfaces, or the Inner Cage and Outer Cage, are similar to collision boxes, and describe the surfaces of which other 3D accessories can be placed without clipping or breaking.

Internally, WrapLayer also uses the UV layout of the Inner and Outer cages to match coordinates to another 3D object's cage. This powers the deformation of objects around differently shaped avatars and underlying accessories.

Properties 12#

AutoSkinWrapLayerAutoSkinDetermines whether this WrapLayer automatically transfers skinning data from the underlying body mesh to the clothing mesh.ReadSafe
BindOffsetCFrameCFrame is used to adjust a binding point for clothing item mesh. Could be used to move and rotate clothing items. This property is intended for fine-tuning only and it is heavily optional.Write: PluginSecurityReadSafe
ColorColor3Sets color used for the debug rendering. See WrapTarget.DebugMode.ReadSafeNotReplicatedNotScriptable
DebugModeWrapLayerDebugModeAllows switching between different debugging visualization modes for cage meshes.ReadSafeNotReplicatedNotScriptable
EnabledbooleanAllows for disabling of the WrapLayer object as if it does not exist.ReadSafe
OrderintControls the composition order for layered clothing.ReadSafe
PuffinessfloatControls how much underlying clothing items inflate the current clothing item.ReadSafe
ReferenceMeshContentContentThe reference mesh that defines the Inner Cage of the WrapLayer, stored as a Content value.Write: PluginSecurityReadSafe
ReferenceMeshIdContentIdAssetID for reference mesh used to define Inner Cage of a 3D object.Write: PluginSecurityReadSafe
ReferenceOriginCFrameReference mesh offset relative to parent MeshPart (in the parent MeshPart space)

Note: this property is set up automatically by the FBX importer.Write: PluginSecurityReadSafe

ReferenceOriginWorldCFrameReference mesh offset relative to parent MeshPart (in the world space)

Note: this property is set up automatically by the FBX importer.ReadSafeReadOnlyNotReplicated

ShrinkFactorfloatAllows slight shrinking/expanding of the resulting render mesh, without affecting any other layers.Write: PluginSecurityReadSafe

AutoSkin: WrapLayerAutoSkin#

ReadSafe

Determines whether this WrapLayer automatically transfers skinning data from the underlying body mesh to the clothing mesh. When set to EnabledOverride, skinning is applied regardless of whether the clothing mesh already has skinning data. When set to EnabledPreserve, skinning is only applied if the mesh does not already have skinning data.

This property requires StarterPlayer.LoadCharacterLayeredClothing to be set to Enabled (or Default) in order to function. When layered clothing is disabled, the auto-skinning pipeline does not run and this property has no effect.

For more information, see Automatic Skinning Transfer.

BindOffset: CFrame#

Write: PluginSecurityReadSafe

This property is intended for fine-tuning purposes and is highly optional.

CFrame to adjust a binding point for a clothing item mesh. Allows for fine-tuning of clothing items (slight adjustment of position/rotation to get a unique look) in contexts such as community-made avatar editors.

Color: Color3#

NotReplicatedNotScriptableReadSafe

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

DebugMode: WrapLayerDebugMode#

NotReplicatedNotScriptableReadSafe

Allows switching between different debugging visualization modes for cage meshes.

Enabled: boolean#

ReadSafe

Allows for disabling of the WrapLayer object as if it does not exist.

Order: int#

ReadSafe

Controls the composition order for layered clothing. Clothing items with higher order will appear on top of clothing items with lower order. If two items have the same order, the deformer composition order is ambiguous and depends on serialization order. Default value is 1.

Puffiness: float#

DeprecatedReadSafe

Controls how much underlying clothing items inflate the current clothing item.

Valid range is -1 to 1. A value of -1 compresses the clothing, body, and all underlying layers such that the clothing itself takes the shape of the body. A value of 0 makes the clothing item fit as if it was the only piece of clothing being worn, compressing all underlying layers. A value of 1 (default) never compresses anything and infinitely inflates over underlying clothing items.

ReferenceMeshContent: Content#

Write: PluginSecurityReadSafe

The reference mesh that defines the inner cage of a WrapLayer, stored as a Content value. Together with the outer cage from CageMeshContent, the inner cage describes the surfaces used to fit and deform the accessory around an avatar and underlying accessories without clipping. A WrapLayer is only considered valid once both its cage mesh and its reference mesh are set.

The reference mesh establishes the standard topology and UV coordinates used for index matching. It is expected that for all catalog avatars this points to one of the 15 standard reference meshes provided by Roblox, but for some NPCs or a custom avatar system it might point to a different mesh. This property is normally set up automatically by the Importer.

This Content-typed property is the successor to WrapLayer.ReferenceMeshId and reads and writes the same underlying storage. Defaults to an empty Content.

ReferenceMeshId: ContentId#

Write: PluginSecurityReadSafe

AssetID for reference mesh used to define Inner Cage of a 3D object

Reference mesh is used to define standard topology and UV coordinates for index matching. It is expected that for all catalog avatars, this will point to one of 15 standard reference meshes provided by Roblox. But for some NPCs or a custom avatar system, this might point to other meshes.

Note: this property is set up automatically by the FBX importer

ReferenceOrigin: CFrame#

Write: PluginSecurityReadSafe

Reference mesh offset relative to parent MeshPart (in the parent MeshPart space)

Note: this property is set up automatically by the FBX importer

ReferenceOriginWorld: CFrame#

ReadOnlyNotReplicatedReadSafe

Reference mesh offset relative to parent MeshPart (in the world space)

Note: this property is set up automatically by the FBX importer

ShrinkFactor: float#

DeprecatedWrite: PluginSecurityReadSafe

This property is intended for fine-tuning purposes and is highly optional.

Allows slight shrinking/expanding of the resulting render mesh, without affecting any other layers. This is useful in rare cases when the clothing mesh does not precisely fit the underlying clothing layers (the cage is usually slightly overestimated atop the real shape to avoid layer interpenetration). Even slight overestimation has the tendency to accumulate, especially when there are a lot of layers. While this is usually not critical, some items like backpacks may be problematic.

Valid range is -1 to 1. A value of -1 will maximally expand while a value of 1 will maximally shrink. A value of 0 (default) has no effect.

Inherited members#

Inherited from BaseWrap 8
Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed