$alwayscollapse: Difference between revisions
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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.
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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. | |||
==Syntax== | ==Syntax== | ||
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{{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.}} | ||
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Revision as of 13:14, 9 January 2024


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.
Syntax
$alwayscollapse
