$weightlist: Difference between revisions
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Note:No, this has nothing to do with physical weight or mass.
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A <code>$weightlist</code> can be reused as many times as is needed. It must come above anything that uses it in the QC. | A <code>$weightlist</code> can be reused as many times as is needed. It must come above anything that uses it in the QC. | ||
{{note|''No, this has nothing to do with physical weight or mass.''}} | |||
== Usage == | == Usage == |
Revision as of 18:26, 18 May 2018
$weightlist
defines the degree to which each bone in a model is affected by a $sequence or $animation. For example, you could set the weight of the leg bones to 0 to only animate the top half of the skeleton.
A $weightlist
can be reused as many times as is needed. It must come above anything that uses it in the QC.

Usage
$weightlist my_weightlist
{
<bone> <weight>
<bone> <weight>
...
}
$sequence my_weighted_anim "my_anim.smd" weightlist my_weightlist
Bones inherit weight from their parents, and all root bones start with a weight of 0.
$weightlist no_hands
{
"Bip01_Pelvis" 1.0
"Bip01_LHand" 0.0
"Bip01_RHand" 0.0
}
$weightlist head_and_arms "Bip01_Spine2" 1.0
$Weightlist UpperbodyBlend {
"Bip01_Pelvis" 0.1
"Bip01_L_Thigh" 0.0
"Bip01_R_Thigh" 0.0
"Bip01_Spine" 0.2
"Bip01_Spine1" 0.4
"Bip01_Spine2" 0.6
"Bip01_Spine4" 0.4
"Bip01_L_Clavicle" 0.8
"Bip01_L_Upperarm" 1.0
"Bip01_R_Clavicle" 0.8
"Bip01_R_Upperarm" 1.0
}