$alwayscollapse: Difference between revisions

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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.
{{lang|$alwayscollapse|title=<code>$alwayscollapse</code>}}
 
Always collapses the named [[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.
== Syntax ==


==Syntax==
  $alwayscollapse  
  $alwayscollapse  


{{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.}}
{{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.}}


[[Category:QC Commands|alwayscollapse]]__NOTOC__
[[Category:Modeling]]
[[Category:QC Commands]]
[[Category:Glossary]]__NOTOC__

Revision as of 23:57, 6 June 2021

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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.

Syntax

$alwayscollapse 
Note.pngNote: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.