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modeleditor:skeleton [2014-05-08 17:48]
127.0.0.1 external edit
modeleditor:skeleton [2016-06-21 11:34]
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-====== Skeleton ====== 
- 
-The skeleton forms the basis of a model. 
-Technically,​ it is built from a hierarchy of "​coordinate systems":​ 
-Starting at the root, each coordinate system is defined in the coordinate system of its parent. 
-Model artists use these coordinate systems to fix the points (weights and vertices) that eventually form the meshes of the model. 
- 
-{{ http://​www.cafu.de/​images/​phocagallery/​cawe-model-editor/​model-editor-6.png?​252}} 
-If we compare the skeleton of a model to the skeleton of the human body, the "​coordinate systems"​ closely correspond to "​joints":​ the coordinate origin is in the center of the joint, and the coordinate axes correspond to the bones that extend from the joint. 
-In this analogy, a "​bone"​ is the line segment between a coordinate origin and the coordinate origin of its parent system. 
- 
-You can inspect the skeleton in 3D view in the [[:​modeleditor:​scenesetup]]:​ 
-  * set **Show Mesh** to "​no"​ 
-  * set **Show Skeleton** to "​yes"​ 
- 
- 
-===== The joints hierarchy ===== 
- 
-{{ :​modeleditor:​joints-hierarchy.png?​|}} 
-The **Skeleton / Joints Hierarchy** pane shows all the joints in the skeleton, hierarchically arranged. Items in the hierarchy tree can be expanded or collapsed with the nearby symbols. 
- 
-A single click on a joint selects it, a double click opens the **Joint Inspector** pane as well. 
- 
-Pressing the **F2** key or a single-click on an already selected joint allows you to rename the joint in place. ​ 
-<​clear>​ 
- 
- 
-==== Context menu ==== 
- 
-{{ :​modeleditor:​joints-hierarchy-context-menu.png?​|}} 
-An RMB click in the **Skeleton / Joints Hierarchy** pane opens the context menu: 
-  * **Inspect/​Edit** opens the **Joint Inspector** pane, 
-  * **Rename** allows to rename the joint, 
-  * **Expand all** expands all items in the joints hierarchy tree. 
-<​clear>​ 
- 
- 
-===== The joint inspector ===== 
- 
-{{ :​modeleditor:​joint-inspector.png?​|}} 
-The **Joint Inspector** pane shows the details of the currently selected joint. 
- 
-==== General ==== 
- 
-The General section shows the name of the joint (it's another option to rename it), 
-and the index number of the parent joint. 
- 
-The parent index number is a technical detail that cannot be changed. 
-You need it only if you [[:​modeleditor:​modelfiles#​cmdl_model_files|edit the model file]] in a text editor or work with the Cafu [[http://​docs.cafu.de/​c++/​classCafuModelT.html|model C++ data structures]]. 
- 
-==== Bind pose ==== 
- 
-This section shows the position, orientation and scale of the joint (i.e., the coordinate system). 
- 
-Note that the details presented here only affect the //bind pose// of the model. The //bind pose// is the default pose of the model: it is used whenever no animation sequences are loaded or none are actively used. 
- 
-That is, the **Joint Inspector** is great for manipulating __the individual bones of static models__. 
- 
-It is however useless for animated models, because technically,​ each animation sequence brings its own set of (animated) joints that cannot be manipulated individually. If you want to do that, refer to [[:​modeleditor:​transform]] instead. 
- 
-The currently selected joint of the bind pose is described by these parameters: 
- 
-  * **Pos** defines the position of the coordinate origin relative to the parent system. 
-  * **Qtr** defines the first three values of the quaternion that describes the orientation of the coordinate system. You should //not// attempt to manipulate these values if you don't know what quaternions are and why it only shows three instead of four values. 
-  * **Scale** expresses the scale (or relative length) of the three coordinate axes. 
-<​clear>​ 
  
modeleditor/skeleton.txt ยท Last modified: 2016-06-21 11:34 (external edit)