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typos

False.Genesis 2023-10-06 03:47:10 +02:00
parent 615e70c4d7
commit 8c2882079b

@ -165,11 +165,11 @@ This section can also not be modified with the animation editor and you'll need
- __idx__ - Numeric index of the bone. Used by Lua function *entity_getBoneByIdx()*. Must be unique. Does not need to be ordered, and you can leave holes in your numbering, but don't use negative indices.
- __gfx__ ("") - The texture name to use (without file extension, as usual).
- __name__ ("") - Sometimes it's useful to reference bones by name. Leave empty if not needed.
It's certinly easier to name a bone "Head" than to remember the ID for each different skeleton that has a head. Used by Lua function *entity_getBoneByName()*.
It's certainly easier to name a bone "Head" than to remember the ID for each different skeleton that has a head. Used by Lua function *entity_getBoneByName()*.
- __pidx__ - _idx_ of parent Bone. Set this to attach this bone to a parent, so that when the parent moves, this bone moves with it.
Think of it like your arm (attached to the body), and when you move it around the lower arm follows, and the hand follows the lower arm, etc.
(The skeleton is actually a [Scene graph](https://en.wikipedia.org/wiki/scene_graph)).<br />
Use `parent="-1"` to denote a root bone (that is not attached to a parent). You need at least one root bone in each animation.<br />
Use `pidx="-1"` to denote a root bone (that is not attached to a parent). You need at least one root bone in each animation.<br />
The parent bone obviously needs to exist or bad things may happen.
- __fh__ (0) - Set to 1 to flip bone horizontally. It is recommended not to use this and make a flipped version of the texture instead.
- __fv__ (0) - Set to 1 to flip bone vertically. Definitely avoid using this because it doesn't do what you think it should do.