clarifications in readme.md

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SleepKiller 2019-11-12 16:04:35 +13:00 committed by GitHub
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@ -7,7 +7,7 @@ Currently capable of exporting the active scene without any materials or skinnin
#### For UV layers and vertex colors layers it is the active layer that is exported. #### For UV layers and vertex colors layers it is the active layer that is exported.
Unlikely to come up since if you're working on a model for SWBF you're unlikely to have multiple layers to start Unlikely to come up since if you're working on a model for SWBF you're unlikely to have multiple layers to start
with but with but incase you do, there you go.
#### If a scene has multiple "roots" they will be reparented to a new "root" added during export. #### If a scene has multiple "roots" they will be reparented to a new "root" added during export.
This is to make sure the .msh file only has one root in it. Any object that doesn't have a parent is considered a root. This is to make sure the .msh file only has one root in it. Any object that doesn't have a parent is considered a root.
@ -31,7 +31,7 @@ possible that more object types should be added.
- Light Probes - Light Probes
- Speakers - Speakers
If an object has children it is always exported as an empty. If an object with one of the above types has children it is always exported as an empty.
#### Objects whose name starts with "sv_", "p_" or "collision" will be marked as hidden in the .msh file. #### Objects whose name starts with "sv_", "p_" or "collision" will be marked as hidden in the .msh file.
This should be consistent with other .msh exporters. As far as I know the only special thing about collision meshes or This should be consistent with other .msh exporters. As far as I know the only special thing about collision meshes or