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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 ====
modeleditor/skeleton.1399564127.txt.gz ยท Last modified: 2016-03-04 10:44 (external edit)