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modeleditor:skeleton [2014-05-08 17:48] 127.0.0.1 external edit |
modeleditor:skeleton [2016-06-21 11:34] (current) |
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Model artists use these coordinate systems to fix the points (weights and vertices) that eventually form the meshes of the model. | 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}} | + | {{ http://www.cafu.de/images/gallery/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. | 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. | In this analogy, a "bone" is the line segment between a coordinate origin and the coordinate origin of its parent system. | ||
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The parent index number is a technical detail that cannot be changed. | 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]]. | + | 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://api.cafu.de/c++/classCafuModelT.html|model C++ data structures]]. |
==== Bind pose ==== | ==== Bind pose ==== |