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@ -165,11 +165,11 @@ This section can also not be modified with the animation editor and you'll need
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- __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.
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- __gfx__ ("") - The texture name to use (without file extension, as usual).
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- __name__ ("") - Sometimes it's useful to reference bones by name. Leave empty if not needed.
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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()*.
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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()*.
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- __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.
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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.
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(The skeleton is actually a [Scene graph](https://en.wikipedia.org/wiki/scene_graph)).<br />
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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 />
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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 />
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The parent bone obviously needs to exist or bad things may happen.
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- __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.
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- __fv__ (0) - Set to 1 to flip bone vertically. Definitely avoid using this because it doesn't do what you think it should do.
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