Skeletons

Bones

For a skeleton model, the nodes that comprise the hierarchy on the DCC tool are output as bones.

Output Order for Bones

There is always one bone that serves as the root and it is output first.
The rest are output using a depth-first traversal.
If there are many bones that all have the same parent bone, they are output in alphabetical order of bone name.

For example, if the hierarchy structure on the DCC tool is like this:

nodeA
+ nodeB
+ nodeC
+ nodeY
+ nodeX
+ nodeD

Then the bones are output in this order.

nodeA
nodeB
nodeC
nodeX
nodeY
nodeD

Bone Translation, Rotation, and Scaling

When a bone's translation, rotation, and scaling are being animated, the values for the starting frames as specified in the export plug-in options are output to the CMDL file.
But note that the values of the bind pose states will be output for the translate, rotate, and scaling of nodes that are affected by skinning.

Softimage's Hierarchical Scaling

In Softimage, the Hierarchical Scaling setting can be set per node from inside Local Transform properties. However, NintendoWare only supports settings that are shared by the entire model.
To enable hierarchical scaling for all nodes being output, set the ScalingRule attribute of <Skeleton> to Softimage. To disable hierarchical scaling for all nodes, set this attribute to Standard.
An error will occur if hierarchical scaling is enabled for some nodes and disabled for others.






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