skeleton.rst 1.2 KB

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  1. Skeleton
  2. ========
  3. .. image:: img/armature.jpg
  4. Rest Bone
  5. ---------
  6. Armature object in Blender is exported as a Skeleton node along with
  7. rest position (transform in Godot) of bones.
  8. .. warning::
  9. The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`,
  10. :code:`Local Location` (colored in red) must be ticked when building
  11. armature in Blender, so that the exported bone transform be
  12. consistent between Blender and Godot
  13. It is important that the mesh is not deformed by bones when exporting in Blender. Make sure
  14. that the skeleton is reset to its T-pose or default rest pose.
  15. Bone Weights
  16. ------------
  17. Blender put rigged mesh vertices which has no bone weights at its original
  18. position, but these vertices would be placed at (0, 0, 0) in Godot, making the mesh
  19. deformed. Therefore, the exporter would raise an error for any vertex with no bone weights
  20. detected in a rigged mesh.
  21. Non-Deform Bone
  22. ---------------
  23. Note that the non-deform bone can be configured as not exported
  24. by enabling the :code:`Exclude Control Bones`; the deform bone
  25. checkbox is shown in the picture.
  26. Bone Attachment
  27. ---------------
  28. A bone can be the parent of an object in Blender; this relation is exported
  29. as a BoneAttachment node in the Godot scene.