<SkeletalModel>

Description

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>.

Attributes

TypeAttributesDescription
ModelCullingModeCullingMode culling mode
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.

ModelCullingMode Enumerated Type

ValueDescription
DynamicMode in which culling is performed dynamically and models are displayed only when they are inside the viewable area.
AlwaysMode in which culling is always performed.
NeverMode in which culling is never performed and models are always displayed.

Example Output

<Models>
<SkeletalModel Name="" IsBranchVisible="true" IsVisible="true" CullingMode="Dynamic" IsNonuniformScalable="true" NeededBoneCapacity="10">

..omitted..

</SkeletalModel>
</Models>

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