The creator
Controls bind to appearance keys, and min/max is read from the driver at runtime,
so adding one is a single line in a step of Config.Creator:
{ type = "spinner", key = "mask_1", label = "MASK", half = true },half = true puts it in a two-column row, and
camera = "head" | "torso" | "feet" | "wrist" frames that shot while the control
is in use โ that is how SHOES and WATCH work. The step and control field lists are
in Config reference ยง 14.
Every value is a number. Pickers are labelled STYLE 1, STYLE 2 and so on,
with no names and no option to add them, because clicking the value turns it into
a box you type a style number into โ the only workable way to reach style 247 of
300, and to get back to it tomorrow. It also cannot go stale: drawable numbers move
when you stream an add-on hair or clothing pack, so a name after the insert point
would describe a different garment.
Colour swatches work the same way; Config.EyeColors gives each index a hex, which
paints the dot. Tattoo zones are numbered from the order of Config.Tattoos, with
0 meaning bare skin.
