Difference between revisions of "$hierarchy"

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<code>$hierarchy (child bone) (parent bone)</code>
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This 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.
  
* This 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.
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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.}}
  
[[Category:QC Commands]]
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== Syntax ==
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$hierarchy (child bone) (parent bone)
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[[Category:QC Commands|hierarchy]]__NOTOC__

Latest revision as of 21:39, 28 April 2008

This 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.

Syntax

$hierarchy (child bone) (parent bone)