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Try to build models at the same
scale that they will be used at in game (1 SI unit = 1 metre).
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This may not be
practical for skinned, jointed models in Soft.
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The skin's mesh should be the root
of the joint heirarchy; its origin should coincide with Soft's global origin.
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Directly below
the center of the model at ground level.
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Mixings skins and sub objects should
be avoided if possible.
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If absolutely
necessary, sub objects should be sloted into the joint heirarchy.
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Keep joint heirarchys logical and
give the joints descriptive names.
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Any Soft control nodes should be in
their own separate hierarchy.
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The joints act like the sub objects
of a heirarchy, so the same naming convention rules apply.
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i.e. add
'_chunk' to the name of a joint that should be the root of an automatically created chunk.
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How to control smoothing?
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