1<html xmlns="http://www.w3.org/1999/xhtml"> 2<head><meta http-equiv="Content-Type" content="text/html; charset=utf-8"></meta> 3<title></title> 4<meta http-equiv="Content-Style-Type" content="text/css" /> 5<link rel="stylesheet" href="css/manpage.css" type="text/css" /> 6</head> 7<body> 8 9<ul> 10 <li><strong>Adjust Skinning</strong> 11 <p> 12 Selects how the skinning mode for export is determined. 13 </p> 14 <table class="list_table"><tbody> 15 <tr><td>Mode</td><td>Description</td></tr> 16 <tr> 17 18 <td valign="top"><strong>None If Possible</strong></td> 19 <td valign="top"><strong>Behaves the same as 1.0.0 and previous versions. (Default value)</strong><br />For meshes that are to be skinned, the skinning is not performed if all vertices reference only a single bone. Otherwise, Rigid Skinning is performed if each vertex references only a single bone, and Smooth Skinning is performed if each vertex references two or more bones.</td> 20 </tr> 21 <tr> 22 <td valign="top" nowrap="nowrap"><strong>Rigid Skinning</strong></td> 23 <td valign="top"><strong>New behavior introduced from 1.1.0. This can be more efficient, but problems of compatibility can also arise.</strong><br /> For meshes that are to be skinned, Smooth Skinning is performed if each vertex references two or more bones, and otherwise Rigid Skinning is performed.</td> 24 </tr> 25 </tbody></table><br /> 26 27 <strong>Selection Criteria (for deciding which would be the better selection)</strong> 28 <p> 29 If there no problems with compatibility, try the Rigid Skinning mode.<br /> If you can confirm that drawing is more efficient, select Rigid Skinning mode.<br /> 30 </p> 31 <ul> 32 <li>The various modes only influence skinning meshes.</li> 33 34 <li>Rigid Skinning mode tends to improve the efficiency of drawing. 35 <ul> 36 <li>Mesh merging becomes easier in the intermediate file.</li> 37 <li>It is particularly effective for data that fully satisfy the following conditions: 38 <ul> 39 <li>Comprised from multiple models on a DCC tool.</li> 40 <li>Materials are being shared.</li> 41 42 <li>Weight is influenced by a single bone (100% of weight is set to a single bone).</li> 43 </ul> 44 </li> 45 <li>Since it all depends on the data to some extent, we recommend you actually compare them before ultimately deciding which to use. 46 <ul> 47 <li>For a simple comparison, just compare the number of meshes.</li> 48 <li>For a precise comparison, conduct load measurements on the hardware.</li> 49 </ul> 50 </li> 51 </ul> 52 </li> 53 <li>In Rigid Skinning mode you might not be able to use visibility animation created on the past. 54 <ul> 55 <li><strong>The number of meshes may be less than before so there may be a disagreement with the number-associated mesh visibility animations.</strong></li> 56 <li>In order to maintain compatibility, the default mode is None If Possible.</li> 57 </ul> 58 </li> 59 </ul> 60 </li> 61</ul> 62 63<hr><p>CONFIDENTIAL</p></body> 64</html> 65