Skin Manager Documentation V1.0


TABLE OF CONTENTS


Workflow

1 - Create or Download the Base Model for Blender.
2 - Texture UV using Photoshop or Substance Painter.

  • Make the texture the size you want but then resize them, keeping the source of the highest quality.

  • Keep textures around 1024x1024 no more than 2mb the lowest the better

3 - Export Images from selected programs.

4 - Pass through https://tinypng.com/

5 - Go to https://krunker.io/?sandbox&skin_manager

6 - Add New Item

7 - Play and Enjoy 

Resources:

Reduce Texture size: https://tinypng.com/
Skin Manager: https://krunker.io/?sandbox&skin_manager
Texture viewer with configs: https://krunker.io/viewer.html?dev 
GBL test error: 
https://gltf-viewer.donmccurdy.com/
 



Skin Manager Overview



1 - Save Button

2 - Appearance Tab (next images)

3 - Advanced Tab (last Page)

4 - ID (unchangable)

5 - Name of Skin

6 - Type of Skin

7 - Category of Skin

8 - Rarity to be

9 - Preview (ignore for now)


Model Area
Here you can add a skin that already exists in that category either model or even settings you want from it.


Upload your Model here if not the Default model.


USE the BASE MODEL TO KEEP THE MODEL IN 0 0 0 axis in Blender and same SCALE. That way you don’t require to do many changes.

- OBJ for just the model
- GLB for packaged texture or animation





Texture Area

This is in case the Texture has a Transparency or a Pulse for the Emissive.
- If in case it has a PNG Transparency make sure you toggle it and pulse has Fast / Slow option.
- If it is a GBL, ignore this step.







Diffuse/Albedo/Color texture goes here. 

- Make the texture the size you want but then resize them, keeping the source of the highest quality.

- Keep textures around 1024x1024 no more than 2mb the lowest the better

- If it is a GBL, ignore this step.

Emission Glow texture goes here:

- Make the texture the size you want but then resize them, keeping the source of the highest quality.

- Keep textures around 1024x1024 no more than 2mb the lowest the better

- If it is a GBL, ignore this step.



Sound Area

Shooting Sound Effect goes here:
- Keep file size under 2MB the lower the better

- Recommended Setting are on the image: 




Advanced Setting Area

This area is the Json file Config. If you based your mesh and model on a current skin that exists you can copy its Config from https://krunker.io/viewer.html?dev 

- Make sure you add “quotes” to the settings to work if not it wont validate. 

- There are 180 properties that I will list below the image.




- aimY

 This is the aim Y position

- alpha

 If texture is Transparent ( already in the toggle)

- animInd


- animS


- attachAimY

Attachment Aim  Y Position

- attachBypass

Attachment Bypass on Aim

- attachScale

Attachment Scale Position (based on Origin)

- attachYOff

Attachment Y Position Offset  (based on Origin)

- attachZOff

Attachment Z Position Offset  (based on Origin)

- battlepass

If its a Battle Pass Item (Ignore)

- blackM

If its allowed on Black Market (Ignore)

- blocked

(Ignore)

- bundle

If its a Bundel Item (Ignore)

- cSwing

Custom Sound fort Swing

- challenge

If its a Challenge Item (Ignore)

- charmMScl

Charm Scale (based on Origin)

- charmMXOff

Charm Mount X Position Offset (based on Origin)

- charmMYOff

Charm Mount  Y Position Offset (based on Origin)

- charmMZOff

Charm Mount  Z Position Offset (based on Origin)

- charmScl

Charm Scale (based on Origin)

- charmXOff

Charm X Position Offset (based on Origin)

- charmYOff

Charm Y Position Offset (based on Origin)

- charmZOff

Charm Z Position Offset (based on Origin)

- classIndex

(Ignore)

- collection

(Ignore)

- color

(Ignore)

- craftable

If its Craftable

- creator

Name of Crator

- drop

Twitch related

- emiss

If has emessive (ignore for now)

- env

(Ignore)

- event

If is for an event

- expScl

(Ignore)

- explode

Only for throws 

- fileExt

Use for Gbl - “gbl”

- flipAnim

If has 

- forceAttach

If attachment is mandatory

- frameT

(Ignore)

- frames

(Ignore)

- free

If item is free

- funds

(Ignore)

- glow

If emissive - “true”

- glowInt

Intensity of emressive

- hairCol

Hair color (dye)

- hasAnim

If has inspect anim or idle.

- hide

(Ignore)

- id

ID of item (Ignore)

- inspS

????

- inspSLoop

Inspect animation name

- itemShop

(Ignore)

- jumpSnd

(Ignore)

- keyW

(Ignore)

- killSnd

(Ignore) Sound for Weapon done on UI.

- kpd

Kpd only

- leftHoldX

Position hold weapon X LEFT

- leftHoldY

Position hold weapon Y LEFT

- leftHoldZ

Position hold weapon Z LEFT

- legLen

For Boots (removed bottom length)

- limG

(Ignore)

- limT

(Ignore)

- limited

If is Limited

- lore

(Ignore)

- lowR

(Ignore)

- mScl

(Ignore)

- mSeas

(Ignore)

- mapReward

If is raid reward or map

- mid

(Ignore)

- midT

(Ignore)

- minGlo

(Ignore)

- minQuickSell

(Ignore)

- movD

(Ignore)

- movT

(Ignore)

- name

Name (ignore use UI)

- noAttach

Remove all attachments.

- noBody

For Body, if you don’t want main body

- noCharm

No charm can be attached

- noComp

(Ignore)

- noEmis

No emission 

- noHair

No Hair (HAT/Head piece)

- noHead

No Head (Head piece)

- noLeftSleeve

No Sleeve (wrists)

- noLegs

No Legs (Waist)

- noMuz

(Ignore)

- noQuickSell

(Ignore)

- noRightHand

(Ignore)

- noSale

(Ignore)

- noScope

No Scope for weapons

- noShine

(Ignore)

- noSleeve

No Sleeve for Dyes

- noSnd

(Ignore)

- noSpin

Animation Spin removed

- oFlip

(Ignore)

- opac

(Ignore)

- opacity

(Ignore)

- osxOff

(Ignore)

- osxRot

(Ignore)

- osyOff

(Ignore)

- oszOff

(Ignore)

- package

(Ignore)

- pantsCol

Color of Pants (dye)

- particle

Particles (ignore for now)

- pat

(Ignore)

- premiumSpin

If is Premium spin

- prevRot

(Ignore)

- priceMlt

(Ignore)

- projection

(Ignore)

- pulsT

Pulse of emissive Time (ignore is used on other stuff)

- qsKR

(Ignore)

- rAnim

(Ignore)

- rAnimA

(Ignore)

- rAnimM

(Ignore)

- rAnimT

(Ignore)

- randomLeg

If leg where boots is Random (only 1 piece)

- ranked

If is ranked reward

- rarity

(Ignore) added on UI

- region

(Ignore)

- reloadSnd

Reload Sound (ignore)

- replaceHair

(Ignore)

- req

(Ignore)

- reqAmount

(Ignore)

- reqT

(Ignore)

- reqVar

(Ignore)

- rgb

(Ignore)

- rgbS

(Ignore)

- rightHoldX

Position hold weapon X RIGHT

- rightHoldY

Position hold weapon Y RIGHT

- rightHoldZ

Position hold weapon Z RIGHT

- rot

Rotation of Object (fiddle)

- rotOffA

Rotation of Object Offset (fiddle)

- rseas

(Ignore)

- sameGlow

Glow/emessive is same as Albedo

- scl

Scale of object

- sclH

Scale based on Height

- sclMlt

Scale of Material

- sclW

Scale based on Width

- seas

(Ignore)

- shaderNum

Shader number to use

- shirtCol

Body color (dye)

- shoeCol

Shoe color (dye)

- side

(Ignore)

- sitMlt

Position of object

- sitOff

Position of object offset

- sitOffZ

Position of object Z axis 

- skinCol

Skin color (dye)

- sleeveCol

Sleeve color (dye)

- snd

(Ignore)

- spinWheelName

(Ignore)

- spnScl

(Ignore)

- spnSpd

(Ignore)

- sprayI

Spray Size

- spraySnd

???

- statc

(Ignore)

- stepSnd

(Ignore)

- streamer

Twitch stuff

- sxOff

Scale X Off

- sxRot

Scale X Rotation

- syOff

Scale Y Off

- syRot

Scale Y Rotation

- szOff

Scale Z Off

- szRot

Scale Z Rotation

- template

(Ignore)

- tex

(Ignore)

- texEncode

1 or 2 (srgb or linear) If env map exists this is ignored

- tileS

Tile scale of texture

- trans

Transparent 

- type

(Ignore) Done on UI

- useSkin

(Ignore)

- video

Video texture

- waistCol

Waist color (dye)

- watch

Twitch related

- weapon

(Ignore) done on UI

- wire

(Ignore)

- xOff

X Off of Object

- xOrg

X when zoomed of Object

- xRot

X Rotation of Object

- yOff

Y Off of Object

- yOrg

Y when zoomed of Object

- yRot

Y Rotation of Object

- zOff

Z Off of Object

- zOrg

Z when zoomed of Object