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Making compound parts (aka welding). How to use variants?


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Hello,

once I've looked at what UbioZur does, I found it pretty easy to do that myself. It's basically just placing several models into a single part description -- the most tricky bit is to get the offsets and orientation right. Example:
 

	MODEL
	{
		model = Squad/Parts/FuelTank/mk3Fuselage/LF_25
		position = 0, 8,0
		scale = 1, 1, 1
		rotation = 0, 0, 0
	}
	MODEL
	{
		model = Squad/Parts/Utility/rcsBlockRV-105_v2/rcsBlock105
		position = 0,8,-1.83430898
		scale = 1,1,1
		rotation = 90, 270, 0
	}
	MODEL
	{
		model = Squad/Parts/Utility/rcsBlockRV-105_v2/rcsBlock105
		position = 0,8,1.83430898
		scale = 1,1,1
		rotation = 90, 90, 0
	}
	MODEL
	{...

Now I want to include a part that comes with variants, and cannot figure out how to refer to the one particular variant I'm interested in.

Specifically, I'm looking at @NESD's "Internal RCS" where one can have nozzles cut at varying angles:
Htv7y1Y.jpg
 

For any given RCS motor, there is but a single "model = /path/to/file", while the variant section looks like this:
 

			VARIANT
			{
				name = 45
				displayName = 45
				[...]
				GAMEOBJECTS
				{
					90 = false
					75 = false
					60 = false
					45 = true
					30 = false
					15 = false
				}
			}

If I just include the model in my compound part, I get all variants overlaid over each other. Is there a way for me to define which variant I'd like to use?

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The only (simple) way I see would be to include the VARIANT section. The part under "GAMEOBJECTS" tells the game which model to display - in your cfg example the 45 = true says that the model named "45" should be visible when that variant is selected. A non-simple way would involve loading the .mu file into a 3D model editor and pulling apart the different models and reexporting/running through Unity and creating individual parts.

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