0ad/binaries/data/mods/public/art/skeletons
2013-11-24 21:38:36 +00:00
..
ballista.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
biped.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
boar.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
chariot.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
chicken.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
deer.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
elephant_3ds.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
elephant_blender.xml Trying to fix crazy elephant armature 2013-11-12 21:30:25 +00:00
feline_blender.xml New tiger mesh, texture and animations 2013-11-24 21:38:36 +00:00
fish.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
floating_barrels.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
gate.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
giraffe.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
horse.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
peacock.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
readme.txt Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
rowing_boat.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
shark.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
sheep.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
ship_one_row.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
ship_three_row.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
ship_two_row.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
siege_onager.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
vehicle_four_wheel.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
vehicle_six_wheel.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
vehicle_two_wheel.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
whale.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00
zebra.xml Split skeleton definitions into multiple files, adds hotloading support for skeleton files. Fixes #190. 2013-07-08 20:25:06 +00:00

The <skeleton>s must specify all the bones that may influence vertexes of
skinned meshes. The <bone name> is the name of the bone in the relevant
modelling/animation program. The <identifier> name is used to determine
whether this <skeleton> applies to the data found in a given model file.

<target> must be the name of a bone in the standard_skeleton identified by
<skeleton target>.

The hierarchy of bones is mostly irrelevant (though it makes sense to match
the structure used by the modelling program) - the only effect is that
the default <target> (i.e. when none is specified for a given bone) is
inherited from the parent node in this hierarchy.