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$alwayscollapse: Difference between revisions

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<code>$alwayscollapse (bone)</code>
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{{this is a|QC command|name=$alwayscollapse}} It always collapses the named [[Skeleton#Joints, bones & attachments|bone]], regardless of how it's used. Vertices or [[Attachments#Attachment points|attachment points]] that are connected to the bone are reconnected to the bone's parent.
{{note|The model builder allows the animator to change the bone hierarchy between animations, at least in the source. The hierarchy is unified into a single fixed hierarchy for playback, but it’s often easier to change this for certain hand animation tasks. The hierarchy is defined by the first [[instance]] of the parent->child relationship.}}


* Collapse a specific bone.
==Syntax==
$alwayscollapse <bone name>


{{note|The model builder will now allow the animator to change the bone hierarchy between animations, at least in the source. The hierarchy is unified into a single fixed hierarchy for playback, but it’s often easier to change this for certain hand animation tasks. The hierarchy is defined by the first instance of the parent->child relationship.}}
 
== See also ==
* [[$definebone]]
* [[$hierarchy]]
 
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[[Category:Modeling]]
[[Category:Source]]

Latest revision as of 21:03, 16 July 2025

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$alwayscollapse is a QC command available in all Source Source games. It always collapses the named bone, regardless of how it's used. Vertices or attachment points that are connected to the bone are reconnected to the bone's parent.

Note.pngNote:The model builder allows the animator to change the bone hierarchy between animations, at least in the source. The hierarchy is unified into a single fixed hierarchy for playback, but it’s often easier to change this for certain hand animation tasks. The hierarchy is defined by the first instance of the parent->child relationship.

Syntax

$alwayscollapse <bone name>


See also