A Hook can be connected to an avatar part if attached to its hook point. For example, you can connect accessories and tools to an avatar by using hooks.
How to create a hook with different appearance: The Reworld offers basic hooks with different shapes such as cube, ball, capsule, cylinder, cone, ladder, triangle, circular cone and annulus. When creating a hook, you can select from the menu or modify in the hook property "UseType". Adding the "SpecialMesh" object to a hook can display a mesh shape that the player uploaded, different from basic shapes. Modifying hook material and color can change the hook appearance. You can also add a texture object to a hook and paste a custom texture.
How to edit a hook: Use Move, Scale, Rotate in the toolbar to change a hook's coordinate position, size, angle. These can also be modified through its properties.
How to use a hook: The hook has its parameters. The hook position is used to determine a point to hook, and the position offset and direction offset are used to determine the position offset and direction.
Special functions of hook: A hook under a tool can be hit and picked up by avatar.
Notes when using a hook: The hook can build a constraint with other parts, but the hook under an accessory or a tool cannot have any constraint with other parts. Different hooks under the same accessory or tool cannot have any constraint with each other.
The object-type name. Read only.
The custom name of this object.
The parent of this object.
Click to open the detailed color adjustment panel.
The material of the part. Each material has its own physical properties.
The times that the material texture piles on the part surface. The larger the value, the higher the texture density.
The offset of the material texture from the default position.
The transparency of the part.
The section without texture will display the transparency of the material. AlphaCutoff is the transparency of the basic material texture.
Whether to use the original part color.
Display the position of an object (global position and relative position).
Displays the global orientation of an object.
The size of an object.
"Lock" can make an object unselectable in the editing window, but selectable in the manager.
"Anchor" can remove effects of physics laws on an object.
Whether an object can collide with other objects with the laws of physics.
Current rotation velocity, measured in radians per second. Rotation velocity of the anchored object can be synchronized to the parts or characters that connected to it.
Current velocity, measured in meters per second. Velocity of the anchored object can be synchronized to the parts or characters that connected to it.
You can define physical properties of the part.
Friction coefficient. When two objects come into contact, the smaller friction coefficient will be adopted.
Friction Weight, taking effect only when an avatar touches other objects. The higher a friction weight, the greater the influence that the friction coefficient will be affected on the final friction coefficient.
Whether to enable gravity.
Enable to trigger collision events.
Mass, read only.
Determine which part of the body will be connected with the hook.
The position offset of the hook relative to the hooked part.
The direction offset of the hook relative to the hooked part.
A special function, creating an instance of the specified class.
Deletes all child objects.
Clones an object to create a copy.
Returns the object's first parent node with the same name.
Returns the object's first parent node of the same class.
Returns the object's first child object with the same name. If the second parameter is true, it will search through descendants of all hierarchies.
Returns the object's first child object of the same type. If the second parameter is true, it will search through descendants of all hierarchies.
Seeks all its child objects and returns as a list.
Recursively seeks all its descendants and returns as a list.
Judges whether it is the class the same as the given object class or not.
Judges whether itself is the ancestor of the target object or not.
Judges whether itself is the descendant of the target object or not.
Seeks its own child object.
Retrieves the name of its own material. Temporarily cannot be used for the terrain.
Seeks its own child object by a given name.
Judges whether the target object is the same as itself or not.
Retrieves its own mass.
Returns whether itself is involved in the collision.
Returns the player who is owning this part.
Returns whether the ownership of this part is automatically assigned.
Sets the ownership of this part and all other parts connected to it.
Makes the game engine automatically handle parts.
Returns the other part objects that the part is in contact with.
Triggered when a direct child object is added.
Deletes all child objects.
Triggered when a descendant is added.
Triggered when a descendant is removed.
Triggered when the ancestry is changed.
Triggered when the object starts a collision.
Triggered when the object ends a collision.
Triggered when the object starts a contact.
Triggered when the object ends a contact.