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tools:rigeditor [2008/04/27 22:58] – created dragonlordtools:rigeditor [2008/04/28 00:13] dragonlord
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 The bone structure is showed in the editor using bluish arrows starting at the bone origin and pointing into the Z-Direction of the bone. Shapes are only shown for the selected bones unless you enable the option to show all bones. Rig shapes can also be hidden if required. This avoids cluttering the view and allows to work on individual bone shapes easily and precisely. The bone structure is showed in the editor using bluish arrows starting at the bone origin and pointing into the Z-Direction of the bone. Shapes are only shown for the selected bones unless you enable the option to show all bones. Rig shapes can also be hidden if required. This avoids cluttering the view and allows to work on individual bone shapes easily and precisely.
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 +It is possible to use a triangle mesh as collision mesh instead of an analytic shape. Triangle meshes are though a lot slower than analytic meshes and should only be used if there is no other way. The editor does not support creating triangle meshes to be used as collision meshes. The export script is responsible for this kind of task.
  
 ====== Constraints ====== ====== Constraints ======
 Constraints hold individual bones in a given relationship to each other. By default each bone is a collision object on its own which is related to the main collider used in the game but otherwise unbound to all other bones in the same rig. Adding constraints holds together objects and produces a useful rig. The two objects being part of a constraint do not collide with each other anymore. Use the right constraint parameters to produce a correct behavior. Constraints added to a bone constraint this bone to another one you can choose freely. Upon adding a constraint the other bone is assumed to be the parent of the bone you add the constraint to. Constraints hold individual bones in a given relationship to each other. By default each bone is a collision object on its own which is related to the main collider used in the game but otherwise unbound to all other bones in the same rig. Adding constraints holds together objects and produces a useful rig. The two objects being part of a constraint do not collide with each other anymore. Use the right constraint parameters to produce a correct behavior. Constraints added to a bone constraint this bone to another one you can choose freely. Upon adding a constraint the other bone is assumed to be the parent of the bone you add the constraint to.
  
-There exists various different constraints in physics packages. To create a simple to use interface the Drag[en]gine uses only one constraint type the so called 6-Dof Constraint. 6-Dof stands for 6 degrees of freedom. These degrees of freedom are the 3 linear degrees ( translation along X, Y and Z ) and the 3 angular degrees ( rotation around X, Y and Z ). Using this constraint all kinds of rigid constraints can be modeled. Furthermore for a constraint you define the coordinate system to use. This is important for the constraint to work properly. To define the coordinate system you specify the position and rotation. Arrows in the editor show the coordinate system for you.+There exists various different constraints in physics packages. To create a simple to use interface the Drag[en]gine uses only one constraint type the so called 6-Dof Constraint. 6-Dof stands for 6 degrees of freedom. These degrees of freedom are the 3 linear degrees ( translation along X, Y and Z ) and the 3 angular degrees ( rotation around X, Y and Z ). Using this constraint all kinds of rigid constraints can be modeled. Furthermore for a constraint you define the coordinate system to use. This is important for the constraint to work properly. To define the coordinate system you specify the position and rotation. Arrows in the editor show the coordinate system for you. The limits define the type of a degree of freedom. There are three types: locked, limited and free. If the upper and lower limits are the same the degree of freedom is locked. If the upper limit is larger than the lower limit the degree of freedom is limited and prevents the bones to move or rotate outside the given range. If the upper limit is less than the lower limit the degree of freedom is free or unlimited. In this case the bones are free to move or rotate.
  
 You can also add constraints for the rig itself. These constraints are not saved along the rig resource and only exist to allow the user to test the rig. For a door for example you can add a rig constraint limiting the door to a world point to test how it would behave in-game afterwards. Rig constraints work the same as bone constraints but the other bone you enter defines at which rig bone you attach the constraint to. You can also add constraints for the rig itself. These constraints are not saved along the rig resource and only exist to allow the user to test the rig. For a door for example you can add a rig constraint limiting the door to a world point to test how it would behave in-game afterwards. Rig constraints work the same as bone constraints but the other bone you enter defines at which rig bone you attach the constraint to.