This 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.
The hierarchical structure of a scene output in a single export is gathered together in multiple <SeparateDataShapeCtr> tags inside a single <SkeletalModel>.
Type | Attributes | Description |
ModelCullingMode | CullingMode | culling mode |
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IsBranchVisible | Flag indicating whether items below node are shown. | |
IsNonuniformScalable |
Indicates whether a matrix for normals is used during rendering. The matrix for normals is used only when non-uniform scaling is required. 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. As a result, the maximum number of reference bones is cut in half due to limitations of the vertex shader. This attribute is not currently supported by the run-time engine. | |
IsVisible | Flag indicating whether being shown. | |
LayerId | ID for controlling the drawing order. | |
Name | Name. | |
NeededBoneCapacity | Maximum number of bones referenced. This value is calculated based on the Export options Non-Uniform Scale and Max User Uniform Registers. |
Value | Description |
Dynamic | Mode in which culling is performed dynamically and models are displayed only when they are inside the viewable area. |
---|---|
Always | Mode in which culling is always performed. |
Never | Mode in which culling is never performed and models are always displayed. |
<Models> |
CONFIDENTIAL