From 45782f9a2f5143ebc7bdf29e3b5d32b7ffa82120 Mon Sep 17 00:00:00 2001 From: William Herald Snyder Date: Fri, 30 Sep 2022 11:51:34 -0400 Subject: [PATCH] Docs update for bones with geometry --- docs/reference_manual.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/docs/reference_manual.md b/docs/reference_manual.md index e9720ad..9384ee7 100644 --- a/docs/reference_manual.md +++ b/docs/reference_manual.md @@ -29,6 +29,7 @@ + [XSI vs Blender](#xsi-vs-blender) + [Example Skin Hierarchy](#example-skin-hierarchy) + [Example Bone-Parent Hierarchy](#example-bone-parent-hierarchy) + + [Skeleton Notes](#skeleton-notes) + [Skinning Notes](#skinning-notes) - [Animation](#animation) + [Actions and Animations](#actions-and-animations) @@ -639,6 +640,8 @@ The same goes for objects that are children of an armature, but are parented dir * bone_doorright * right_door_mesh +### Skeleton Notes +1. Animated msh bones can have have geometry. To accomplish this, create a bone in the scene's armature and a mesh object with the same name as the bone. Parent the mesh object to the bone and make sure their origins are equal. When exported, the bone and the mesh object will be merged into one. The inverse process occurs when importing bones with geometry. ### Skinning Notes