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@@ -12,26 +12,26 @@ rest position (transform in Godot) of bones.
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.. warning::
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The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`,
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:code:`Local Location` (colored in red) must be ticked when building
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- armature in Blender, so that the exported bone transform would be
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+ armature in Blender, so that the exported bone transform be
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consistent between Blender and Godot
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Bone Weights
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------------
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Blender put rigged mesh vertices which has no bone weights at its original
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-position, but these vertices would be placed at (0, 0, 0) in Godot, which making the mesh
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-deformed. Therefore, the exporter would raise an error for any no bone weights vertex
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+position, but these vertices would be placed at (0, 0, 0) in Godot, making the mesh
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+deformed. Therefore, the exporter would raise an error for any vertex with no bone weights
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detected in a rigged mesh.
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Non-Deform Bone
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---------------
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Note that the non-deform bone can be configured as not exported
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-by enable the :code:`Exclude Control Bones`, the deform bone
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-checkbox is shown in picture.
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+by enabling the :code:`Exclude Control Bones`; the deform bone
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+checkbox is shown in the picture.
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Bone Attachment
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---------------
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-Bone can be parent of object in Blender, this relation is exported
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+A bone can be the parent of an object in Blender; this relation is exported
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as a BoneAttachment node in the Godot scene.
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