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@@ -35,9 +35,9 @@ Cleaning up the skeleton
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Each ``PhysicalBone`` the engine needs to simulate has a performance cost, so you want to remove every bone that is too small to make a difference in the simulation, as well as all utility bones.
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-For example, if we take a humanoid, you do not want to have physical bones for each finger. you can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers.
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+For example, if we take a humanoid, you do not want to have physical bones for each finger. You can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers.
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-Remove these physical bones : ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll.
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+Remove these physical bones: ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll.
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Collision shape adjustment
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