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10		<h1>&lt;SkeletalModel&gt;</h1>
11		<h2>Description</h2>
12		<p>
13This tag is for models for which skinning deform using skeletons is allowed. Children of this tag include shapes, materials, meshes (for controlling shape visibility), and bone hierarchical structures.<br> The hierarchical structure of a scene output in a single export is gathered together in multiple &lt;SeparateDataShapeCtr&gt; tags inside a single &lt;SkeletalModel&gt;.
14            </p>
15		<h2>Attributes</h2>
16		<table class="arguments">
17		<thead><tr><td>Type</td><td>Attributes</td><td>Description</td></tr></thead><tr><td>ModelCullingMode</td><th><CODE>CullingMode</CODE></th><td>
18            culling mode
19            </td></tr><tr><td /><th>IsBranchVisible</th><td>
20            Flag indicating whether items below node are shown.
21            </td></tr><tr><td /><th>IsNonuniformScalable</th><td>
22            Indicates whether a matrix for normals is used during rendering.<BR> <br> The matrix for normals is used only when non-uniform scaling is required.<br> If this flag is true, a matrix for normals is used, and accurate lighting can be carried out even for models with non-uniform scaling.<br> As a result, the maximum number of reference bones is cut in half due to limitations of the vertex shader.<br> <br> <strong>This attribute is not currently supported by the run-time engine.</strong>
23            </td></tr><tr><td /><th><CODE>IsVisible</CODE></th><td>
24            Flag indicating whether being shown.
25            </td></tr><tr><td /><th>LayerId</th><td>
26            ID for controlling the drawing order.
27            </td></tr><tr><td /><th>Name</th><td>
28            Name.
29            </td></tr><tr><td /><th>NeededBoneCapacity</th><td>
30            Maximum number of bones referenced. This value is calculated based on the Export options <B>Non-Uniform Scale</B> and <B>Max User Uniform Registers</B>.
31            </td></tr></table>
32		<h2>ModelCullingMode Enumerated Type</h2>
33		<table class="arguments">
34<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Dynamic</th><td>Mode in which culling is performed dynamically and models are displayed only when they are inside the viewable area.</td></tr><tr><th>Always</th><td>Mode in which culling is always performed.</td></tr><tr><th>Never</th><td>Mode in which culling is never performed and models are always displayed.</td></tr></table>
35
36<h2>Example Output</h2>
37
38<table>
39<tr>
40<td><pre>
41&lt;Models&gt;<br>
42    <strong>&lt;SkeletalModel Name=&quot;&quot; IsBranchVisible=&quot;true&quot; IsVisible=&quot;true&quot; CullingMode=&quot;Dynamic&quot; IsNonuniformScalable=&quot;true&quot; NeededBoneCapacity=&quot;10&quot;&gt;</strong><br>
43    <br>
44    ..omitted..<br><br>
45    <strong>&lt;/SkeletalModel&gt;</strong><br>
46&lt;/Models&gt;<br>
47</pre></td>
48</tr></table>
49<hr><p>CONFIDENTIAL</p></body>
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