SkeletalMeshEditer
v1.4.8
A posed corpse on a human skeleton. The editor spelling is SkeletalMeshEditer. The bone pose is stored on the skeleton. The script row vanilla files keep is Ragdoll Enabled.
Find placed ones in the Scene panel with s:SkeletalMeshEditer. See Filter.
Where you put it
Put it on an entity that already has a skeleton. The vanilla copies use human_skeleton with body_male_a, head_male_a, hands_male_a, and feet_male_a. corpse_editer also stores a bone pose and helper children such as pelvis_helper.
What you set
Native panel. All three copies store the same single row.
| Panel field | What to do with it |
|---|---|
| Ragdoll Enabled | Ragdoll on this skeleton. The three prefabs store off. |
What it does
The entity keeps the skeleton and the bone frames saved on it. With Ragdoll Enabled off, the pose stays as authored.
Where it lives
Native script. The copies are in Native\Prefabs\props_other.xml. No scene file stores the script.
Examples
Attacker corpse. corpse_attacker. Tag coprse_attacker. Skeleton human_skeleton. Ragdoll Enabled off. No bone frames and no helper children.
Posed corpse. corpse_editer. Same skeleton and body meshes, with bone frames and a pelvis_helper child. Ragdoll Enabled off.
Dead body. dead_body has a child also named corpse_editer, with its own bone frames. Ragdoll Enabled off. The parent is tagged dead_body and attacker.