Mesh attach naming cheat sheet (Full game)
Authority: FS-MESH-001 · Mutable chapter ../27-mutable-character-weapons.md · Guns FS-GUN-004 / FS-GUN-006 · Armor Worldbuilding §5.2
Not Demo — Demo stays placeholders + fake-modular dials.
Grammar
Section titled “Grammar”{domain}_{role}_{slot}[_{host}][_{corp}_{auth}_{id}]| Token | Values |
|---|---|
domain |
a armor · w weapon |
role |
socket · spine · receiver · module · plate · under · flare |
slot |
Armor: helm chest gloves belt boots scapula_l … · Guns: barrel barreltip mag optic counterweight stock brace grip frontgrip underlug + keyed · Melee: head guard haft pommel core + family aliases (blade talons shaft …) |
host |
Meshes only — guns Class/share (rifle kinetic hc …) + Receiver when keyed; armor mass light med heavy |
corp |
Meshes only — c1…c5 |
auth |
Meshes only — kit | hand |
id |
kit → v1…v5 · hand → stable slug |
Rules: sockets never encode corp/auth; meshes do. Armor corp = mesh language. Gun modular corp = finish family. hand = Legendary / Unique / Apex (outside Refit five-packs). Bone name = Soft Object Path stem.
Weapons
Section titled “Weapons”Attach order (guns): Spine → Receiver → Barrel (+ tip) → Mag / Optic|Counterweight / Stock|Brace / Grip / FrontGrip|Underlug.
Attach order (melee): Spine → Head/alias → Guard/alias → Haft/alias → Pommel/alias → Core.
Wrist Razors/Claws = Wrist Melee slot only (hotkey 1) — same five parent sockets (Talons / KnucklePlate / HandBrace / Counterweight / Core). Not a Weapon 1–4 family. Art handoff: docs/superpowers/plans/2026-11-08-melee-parts-art-handoff.md.
Sockets (no corp)
Section titled “Sockets (no corp)”w_socket_receiverw_socket_barrelw_socket_barreltipw_socket_magw_socket_opticw_socket_counterweightw_socket_stockw_socket_bracew_socket_underlugw_socket_gripw_socket_frontgripw_socket_headw_socket_guardw_socket_haftw_socket_pommelw_socket_coreHandoff stub → new name
Section titled “Handoff stub → new name”| Today (art handoff) | New name |
|---|---|
Rifle_Spine |
w_spine_rifle_c1_kit |
Rifle_Receiver_Auto |
w_receiver_rifle_auto_c1_kit |
Kinetic_Barrel_V3 |
w_module_barrel_kinetic_c1_kit_v3 |
Kinetic_BarrelTip_V1 |
w_module_barreltip_kinetic_c1_kit_v1 |
Rifle_Barrel_Gatling_V2 |
w_module_barrel_rifle_gatling_c1_kit_v2 |
Rifle_Mag_V4 |
w_module_mag_rifle_c1_kit_v4 |
Rifle_Optic_V1 |
w_module_optic_rifle_c1_kit_v1 |
Rifle_Stock_V2 |
w_module_stock_rifle_c1_kit_v2 |
Rifle_Grip_V1 |
w_module_grip_rifle_c1_kit_v1 |
Rifle_FrontGrip_V3 |
w_module_frontgrip_rifle_c1_kit_v3 |
| HC Underlug V1 | w_module_underlug_pistol_c1_kit_v1 |
| Heavy Counterweight V2 | w_module_counterweight_heavy_c1_kit_v2 |
CombatBlade_Spine |
w_spine_combatblade_c1_kit |
Blade_Blade_V3 |
w_module_head_blade_c1_kit_v3 |
Melee_Core_V1 |
w_module_core_melee_c1_kit_v1 |
Wrist_Talons_V2 |
w_module_head_wrist_talons_c1_kit_v2 |
Wrist_HandBrace_V1 |
w_module_haft_wrist_handbrace_c1_kit_v1 |
Swap c1 for c2…c5 per corp finish. Keyed modules keep Class × Receiver (guns) or family host (melee) in host (e.g. rifle_gatling, wrist_talons). Melee V1–V5 effects TBA.
Hand-authored
Section titled “Hand-authored”w_module_barrel_rifle_c3_hand_blacksunw_receiver_rifle_auto_c1_hand_seraph_corew_spine_rifle_c5_hand_vacuum_siegeMixed-corp Rifle Auto
Section titled “Mixed-corp Rifle Auto”w_spine_rifle_c1_kitw_receiver_rifle_auto_c1_kitw_module_barrel_kinetic_c3_kit_v2w_module_optic_rifle_c1_kit_v1w_module_mag_rifle_c4_kit_v3Sockets (no corp)
Section titled “Sockets (no corp)”a_socket_helma_socket_chesta_socket_glovesa_socket_belta_socket_bootsa_socket_scapula_la_socket_scapula_rPlates / cloth
Section titled “Plates / cloth”a_under_body_kita_flare_body_kita_plate_chest_heavy_c1_kit_v1a_plate_chest_heavy_c3_kit_v1a_plate_helm_light_c5_kit_v2a_plate_chest_heavy_c1_hand_crown_01Legacy a_<slot> / a_<slot>_armor → a_socket_<slot> / a_plate_<slot>_<mass>_c#_kit_vN (or _hand_<slug>).