{"id":1686,"date":"2026-07-13T23:00:25","date_gmt":"2026-07-13T23:00:25","guid":{"rendered":"https:\/\/rivals2.com\/workshop\/?post_type=knowledgebase&#038;p=1686"},"modified":"2026-07-13T23:00:26","modified_gmt":"2026-07-13T23:00:26","slug":"shield-visuals-2","status":"publish","type":"knowledgebase","link":"https:\/\/rivals2.com\/workshop\/knowledge-base\/character-creation\/shield-visuals-2\/","title":{"rendered":"Shield Visuals"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Character shields consist of a skeletal mesh with materials, you can set the skeletal mesh in the skin data of a character, you can also override it and\/or it\u2019s materials in skin data.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The shield mesh can play animations for In, Shielding, Out Hit and break.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The base cast share a single shield mesh which consist of a glass bubble, with an elemental layer and a ring around them.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">You can also add mesh effects to a character\u2019s shield states in their character data in order to add additional geometry like Lareina\u2019s Belts or Galvan\u2019s magnets.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Character shields consist of a skeletal mesh with materials, you can set the skeletal mesh in the skin data of a character, you can also override it and\/or it\u2019s materials in skin data. The shield mesh can play animations for In, Shielding, Out Hit and break. The base cast share a single shield mesh which [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","template":"","knowledgebase_cat":[4],"knowledgebase_tag":[],"class_list":["post-1686","knowledgebase","type-knowledgebase","status-publish","hentry","knowledgebase_cat-character-creation"],"_links":{"self":[{"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase\/1686","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase"}],"about":[{"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/types\/knowledgebase"}],"author":[{"embeddable":true,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/comments?post=1686"}],"version-history":[{"count":1,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase\/1686\/revisions"}],"predecessor-version":[{"id":1687,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase\/1686\/revisions\/1687"}],"wp:attachment":[{"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/media?parent=1686"}],"wp:term":[{"taxonomy":"knowledgebase_cat","embeddable":true,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase_cat?post=1686"},{"taxonomy":"knowledgebase_tag","embeddable":true,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase_tag?post=1686"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}