General Principles

Rendering types determine how the assets are distributed on the Crowd entities, thus defining the appearance of characters and adding diversity. They are defined using the Assets tool, in the Rendering Types tab.
 
See Creating Rendering Type for a practical example
 

Structure of the Rendering Types

Rendering types can be organized in a tree hierarchy. This allows to define generic populations of entities (such as, for example, soldiers in an army) and to create specialized sub-populations (as, for example, bowmen that are soldiers with bows).
 
Each Rendering Type is associated to a character created in the Assets tab. Rendering Types contain groups matching the assets groups from the assets tab. Each group contains the assets defined in the assets tab.
 
A weight between 0 and 100 is given to each asset in a group. This determines the rate at which the asset appears on the character across the whole population. If an asset is alone in a group, its weight is automatically set to 100 and it cannot be edited by the user. All other weights can be edited using sliders and integer fields.