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$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.}}


{{Note|This command is also present as <code>$heirarchy</code>, a slight misspelling, likely because a developer kept mistyping the parameter.}}
== Syntax ==
== Syntax ==


  $hierarchy (child bone) (parent bone)
  $hierarchy (child bone) (parent bone)


[[Category:QC Commands|hierarchy]]__NOTOC__
__NOTOC__

Latest revision as of 21:07, 18 July 2025

$hierarchy is a QC command available in all Source 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.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.
Note.pngNote:This command is also present as $heirarchy, a slight misspelling, likely because a developer kept mistyping the parameter.

Syntax

$hierarchy (child bone) (parent bone)