This article's documentation is for anything that uses the Source engine. Click here for more information.

$alwayscollapse: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (WisdomBot moved page $alwayscollapse to $alwayscollapse/en: Moved to {{Multipage}} compliant page name. This action was perfomed by a bot under supervision.)
m (Multipage removal)
Line 1: Line 1:
{{langsp}}
{{LanguageBar}}
{{this is a|QC command|name=$alwayscollapse}}
  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.
  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.


Line 8: Line 9:


__NOTOC__
__NOTOC__
[[Category:Modeling]]
[[Category:QC Commands|alwayscollapse]]
[[Category:Source]]
{{stub}}

Revision as of 02:41, 12 July 2024

English (en)Translate (Translate)

$alwayscollapse is a QC command available in all Source Source games.

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
Note.pngNote: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.


Stub

This article or section is a stub. You can help by expanding it.