Talk:Anatomy of a Model: Difference between revisions

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(Parent as a term)
 
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<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, 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.
<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 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>
<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 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)

Revision as of 21:09, 21 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, 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 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 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]].

Weevil bob (talk) 21:09, 21 November 2025 (PST)