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12<h1>Skeleton</h1>
13
14<h2>Bones</h2>
15<p>For a skeleton model, the nodes that comprise the hierarchy structure on the DCC tool are output as bones.</p>
16
17<h2>Output Order for Bones</h2>
18<p>There is always one bone that serves as the root and it is output first. <br> The rest are output in order of depth priority.<br> If there are many bones that all have the same parent bone, they are output in alphabetical order of bone name.</p>
19<p>For example, if the hierarchy structure on the DCC tool is like this:</p>
20<pre>
21nodeA
22  + nodeB
23  + nodeC
24      + nodeY
25      + nodeX
26  + nodeD
27</pre>
28<p>Then the bones are output in order like this:</p>
29<pre>
30nodeA
31nodeB
32nodeC
33nodeX
34nodeY
35nodeD
36</pre>
37
38<h2>Bone Translation, Rotation and Scale</h2>
39<p>When a bone's translation, rotation and scale are being animated, the values for the starting frames as specified in the <CODE>Export</CODE> plug-in options are output to the <CODE>CMDL</CODE> file.<br> But note that the values of the bind pose states will be output for the translate, rotate, and scale of nodes which are affected by skinning.</p>
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41<h2>Softimage's Hierarchical Scaling</h2>
42<p>In Softimage, the setting for <CODE>Hierarchical Scaling</CODE> can be changed in units of nodes from inside <B>Local Transform properties</B>. However, NintendoWare only supports settings that are shared by the entire model.<br> If the <B>ScalingRule</B> attribute of <CODE>&lt;Skeleton&gt;</CODE> is <B>On</B> for hierarchical scaling of all nodes being output, that is <CODE>Softimage</CODE>. If the attribute is <B>Off</B>,  that is <CODE>Standard</CODE>.<br> An error will occur is there is a mixture of nodes with hierarchical scaling turned <B>On</B> and <B>Off</B>.</p>
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