$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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== 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:QC Commands|alwayscollapse]]__NOTOC__ |
Revision as of 08:37, 6 January 2012
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
