Skinned Modeling

Modeling

Try to build models at the same scale that they will be used at in game (1 SI unit = 1 metre).

This may not be practical for skinned, jointed models in Soft.

The skin's mesh should be the root of the joint heirarchy; its origin should coincide with Soft's global origin.

Directly below the center of the model at ground level.

Mixings skins and sub objects should be avoided if possible.

If absolutely necessary, sub objects should be sloted into the joint heirarchy.

Keep joint heirarchys logical and give the joints descriptive names.

Any Soft control nodes should be in their own separate hierarchy.

The joints act like the sub objects of a heirarchy, so the same naming convention rules apply.

i.e. add '_chunk' to the name of a joint that should be the root of an automatically created chunk.

How to control smoothing?