$realignbones: Difference between revisions
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{{this is a|QC command|name=$realignbones}} It forces all the [[bones]] to reorient themselves – if possible - so that their longest axis is along their X axis. This helps with building both [[hitbox]]es, quite often child bones are at some diagonal to their parent and the axis-align-bounding-box that gets connected to their parent bone is often badly shaped for models that are mostly made of long tubes, as well as making [[IK]] possible since the IK system requires that the child bones are always along the X axis of their parent. | |||
Bones with multiple children, such as the pelvis, are not realigned and cannot be used as part of an IK system (i.e. the hip bone can't change position in relation to the pelvis). | Bones with multiple children, such as the pelvis, are not realigned and cannot be used as part of an IK system (i.e. the hip bone can't change position in relation to the pelvis). | ||
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$realignbones | $realignbones | ||
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Latest revision as of 17:43, 3 August 2025
$realignbones
is a QC command available in all Source games. It forces all the bones to reorient themselves – if possible - so that their longest axis is along their X axis. This helps with building both hitboxes, quite often child bones are at some diagonal to their parent and the axis-align-bounding-box that gets connected to their parent bone is often badly shaped for models that are mostly made of long tubes, as well as making IK possible since the IK system requires that the child bones are always along the X axis of their parent.
Bones with multiple children, such as the pelvis, are not realigned and cannot be used as part of an IK system (i.e. the hip bone can't change position in relation to the pelvis).
Syntax
$realignbones