$hierarchy: 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.
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.
		
	
| mNo edit summary | m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) | ||
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| {{ | {{this is a|QC command|name=$hierarchy}} It forces a specific bone hierarchy on the model, regardless of what's in the reference file. Normally, the bone hierarchy is generated based on the first occurrence of a parent child relationship. This commands allows you override it with any arbitrary hierarchy. | ||
| {{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.}} | ||
Revision as of 17:32, 17 May 2024
$hierarchy  is a   QC command  available in all  Source games. It forces a specific bone hierarchy on the model, regardless of what's in the reference file. Normally, the bone hierarchy is generated based on the first occurrence of a parent child relationship. This commands allows you override it with any arbitrary hierarchy.
 Source games. It forces a specific bone hierarchy on the model, regardless of what's in the reference file. Normally, the bone hierarchy is generated based on the first occurrence of a parent child relationship. This commands allows you override it with any arbitrary hierarchy.
 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.Syntax
$hierarchy (child bone) (parent bone)
