Changes between Version 3 and Version 4 of AnimationExportTutorial


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Timestamp:
Mar 8, 2015, 2:39:09 PM (3 years ago)
Author:
wraitii
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  • AnimationExportTutorial

    v3 v4  
    9696[[Image(http://i.imgur.com/Asy1K5S.jpg, 400px, align=center)]]
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    98 You only need to defines bones that directly influence vertices. In the shark's case, the "Main", "Tail_ik" and "Head_ik" bones only affect other bone's positions, so you don't have to describe them.[[BR]]Each child bone is defined inside the parent bone's balises (under its parent bone line before closing the parent's bone definition with "</bone>").[[BR]]The "<identifier>" is the name of the armature in Blender.[[BR]]If you have any bone name in the skeleton containing a dot "." you have to use an underscore "_" in this file instead when writing the bone's name.[[BR]]Skeletons files can appear to have redundant definition. This is because this architecture can be used to support models coming from different 3D rendering softwares with different names.
     98You only need to defines bones that directly influence vertices. In the shark's case, the "Main", "Tail_ik" and "Head_ik" bones only affect other bone's positions, so you don't have to describe them.[[BR]]Each child bone is defined inside the parent bone's balises (under its parent bone line before closing the parent's bone definition with "</bone>").[[BR]]The "<identifier>" is the name of the armature in Blender.[[BR]]If you have any bone name in the skeleton containing a dot "." or a space you have to use an underscore "_" in this file instead when writing the bone's name.[[BR]]Skeletons files can appear to have redundant definition. This is because this architecture can be used to support models coming from different 3D rendering softwares with different names.
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    100100Once you have completed setting up the file, use "save as" and save the .xml file with an appropriate name in the folder specified at the beginning of this section.