Skeleton: Difference between revisions

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#redirect [[Skeletal animation]]
{{wip}}
{{todo|cleanup & clarify ... WIP}}
 
The Rendered '''[[Skin]]''' is ''[[UV|projected]]'' over the '''[[Mesh]]''' which ''[[enveloped|envelopes]]'' the '''[[Skeleton]]'''.
 
* Also known as the model's ''Rig'' or ''bonetree'' ...
 
* Rootbone & Origin - all of the model's vertex geometry <!--coordinates, normals, etc-->is "parented" to the skeleton, and the "rootbone" of the skeleton is "parented" to the ($origin) Entity's position and orientation in the World. Therefore, every model must have a Skeleton, even if it is just a single "bone" at the $origin.
<!--
// eg: a "default" skeleton :
version 1
nodes
  0 "static_prop" -1
end
skeleton
time 0
  0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
end
triangles
...
-->
 
* bone hierarchy
** bonename (see also [[SMD#nodes]])
** bones & joints (see also [[SMD#skeleton]])
 
* Skeletal deformation:
** physics / ragdoll / passive,
** animated / dynamic / active. see [[skeletal animation]]

Revision as of 12:30, 3 May 2008

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Todo: cleanup & clarify ... WIP

The Rendered Skin is projected over the Mesh which envelopes the Skeleton.

  • Also known as the model's Rig or bonetree ...
  • Rootbone & Origin - all of the model's vertex geometry is "parented" to the skeleton, and the "rootbone" of the skeleton is "parented" to the ($origin) Entity's position and orientation in the World. Therefore, every model must have a Skeleton, even if it is just a single "bone" at the $origin.
  • Skeletal deformation: