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- Skeleton
- ========
- .. image:: img/armature.jpg
- Rest Bone
- ---------
- Armature object in Blender is exported as a Skeleton node along with
- rest position (transform in Godot) of bones.
- .. warning::
- The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`,
- :code:`Local Location` (colored in red) must be ticked when building
- armature in Blender, so that the exported bone transform be
- consistent between Blender and Godot
- It is important that the mesh is not deformed by bones when exporting in Blender. Make sure
- that the skeleton is reset to its T-pose or default rest pose.
- Bone Weights
- ------------
- Blender put rigged mesh vertices which has no bone weights at its original
- position, but these vertices would be placed at (0, 0, 0) in Godot, making the mesh
- deformed. Therefore, the exporter would raise an error for any vertex with no bone weights
- detected in a rigged mesh.
- Non-Deform Bone
- ---------------
- Note that the non-deform bone can be configured as not exported
- by enabling the :code:`Exclude Control Bones`; the deform bone
- checkbox is shown in the picture.
- Bone Attachment
- ---------------
- A bone can be the parent of an object in Blender; this relation is exported
- as a BoneAttachment node in the Godot scene.
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