# This file is automatically generated. Please don't edit it manually. # To submit a bug report on the content, see # https://devforum.roblox.com/c/bug-reports/documentation-issues/72 name: WrapTarget type: class memory_category: Instances summary: | The WrapTarget object defines a target. A target is the 3D body with only an outer surface, or an Outer Cage. description: | The WrapTarget object defines a target. A target is the 3D body with only an outer surface, or an Outer Cage. This target, often an Avatar, is what 3D accessories (using WrapLayer) will be applied to, allowing multiple accessories items to naturally layer over the source target. code_samples: [] inherits: - BaseWrap descendants: [] tags: [] deprecation_message: '' properties: - name: WrapTarget.Color summary: | Sets color used for the debug rendering. See `Class.WrapTarget.DebugMode`. description: | Sets color used for the debug rendering. See `Class.WrapTarget.DebugMode` code_samples: [] type: Color3 tags: - NotReplicated - NotScriptable deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Debug serialization: can_load: false can_save: false capabilities: - Avatar - name: WrapTarget.DebugMode summary: | Allows switching between different debugging visualization modes for cage meshes. description: | Allows switching between different debugging visualization modes for cage meshes. code_samples: [] type: WrapTargetDebugMode tags: - NotReplicated - NotScriptable deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Debug serialization: can_load: false can_save: false capabilities: - Avatar - name: WrapTarget.Stiffness summary: | Defines how much the body mesh can be compressed by clothing. description: | Defines how much the body mesh can be compressed by clothing. Super tight clothing may lead to an intersection between the clothing mesh and body mesh. To solve this visual artifact, the deformer can compress the body mesh slightly to solve possible intersections. Valid range is 0 to 1. A value of 0 will compress the body mesh as much as necessary to ensure that the intersections are eliminated (visible body parts might look a little bit deformed). A value of 1 will prevent the body mesh from being compressed (may lead to visible intersections or Z-fighting). A value of 0.9 (default) is a reasonable default that solves most of the intersections without introducing any significant body deformation. code_samples: [] type: float tags: [] deprecation_message: '' security: read: None write: PluginSecurity thread_safety: ReadSafe category: Appearance serialization: can_load: true can_save: true capabilities: - Avatar methods: [] events: [] callbacks: []