Talk:Anatomy of a Model: Difference between revisions

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== Parent as a term  in Skeletal Animation System==
== Parent as a term  in Skeletal Animation System==
<source>When a bone is moved any hitbox and mesh vertices "parented" to it moves with it. Unlike hitboxes, mesh vertices may be "parented" to more than one bone. When the parent bones move apart, the "joint mesh" is stretched, when the joint is closed, the mesh compresses. The Skeleton deforms the Mesh which deforms the rendered skin.</source>
<source>When a bone is moved any hitbox and mesh vertices "parented" to it moves with it. Unlike hitboxes, mesh vertices may be "parented" to more than one bone. When the parent bones move apart, the "joint mesh" is stretched, when the joint is closed, the mesh compresses. The Skeleton deforms the Mesh which deforms the rendered skin.</source>
When referring to vertices, parenting is a confusing term. Generally in a hierarchy a children should only have 1 parent so when taking about vertices that can have multiple influences weighted is probably a better term.
When referring to vertices, parent is a confusing term. Generally in a hierarchy a children should only have 1 parent so when taking about vertices that can have multiple influences "weight/weighted" is probably a better term.
<source>When a bone moves, any mesh vertices assigned to the bone's "vertex group" moves in proportion to the weighted influenced from 0 -> 1. Unlike hitboxes, mesh vertices may be "weighted" to more than one bone. When 2 bones that have influence on the same part of a mesh move apart, the "joint mesh" is stretched, when the joint is closed, the mesh compresses. The Skeleton deforms the Mesh which deforms the rendered [[skin]].</source> [[User:Weevil bob|Weevil bob]] ([[User talk:Weevil bob|talk]]) 21:09, 21 November 2025 (PST)
This this is an example that I have rewritten:
<source>When a bone moves, any mesh vertices assigned to the bone's "vertex group" moves in proportion to the "weighted" influenced from 0 -> 1. Unlike hitboxes, mesh vertices may be weighted to more than one bone. When 2 bones that have influence on the same part of a mesh move apart, the "joint mesh" is stretched, when the joint is closed, the mesh compresses. The Skeleton deforms the Mesh which deforms the rendered [[skin]].</source>  
idk if there is a specific term for vertex group in source.    [[User:Weevil bob|Weevil bob]] ([[User talk:Weevil bob|talk]]) 21:09, 21 November 2025 (PST)

Latest revision as of 02:34, 22 November 2025

Parent as a term in Skeletal Animation System

When a bone is moved any hitbox and mesh vertices "parented" to it moves with it. Unlike hitboxes, mesh vertices may be "parented" to more than one bone. When the parent bones move apart, the "joint mesh" is stretched, when the joint is closed, the mesh compresses. The Skeleton deforms the Mesh which deforms the rendered skin.

When referring to vertices, parent is a confusing term. Generally in a hierarchy a children should only have 1 parent so when taking about vertices that can have multiple influences "weight/weighted" is probably a better term. This this is an example that I have rewritten:

When a bone moves, any mesh vertices assigned to the bone's "vertex group" moves in proportion to the "weighted" influenced from 0 -> 1. Unlike hitboxes, mesh vertices may be weighted to more than one bone. When 2 bones that have influence on the same part of a mesh move apart, the "joint mesh" is stretched, when the joint is closed, the mesh compresses. The Skeleton deforms the Mesh which deforms the rendered [[skin]].

idk if there is a specific term for vertex group in source. Weevil bob (talk) 21:09, 21 November 2025 (PST)