From ae14c194a25e258659104e89553ad48a8ae9ca3b Mon Sep 17 00:00:00 2001 From: metamuffin Date: Mon, 3 Feb 2025 21:46:29 +0100 Subject: armatures in prefab --- doc/resources.md | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'doc/resources.md') diff --git a/doc/resources.md b/doc/resources.md index 53bd3c0..67fca4a 100644 --- a/doc/resources.md +++ b/doc/resources.md @@ -30,6 +30,7 @@ | `mesh` | `Affine3`, `Res` | Multi key | | `collision` | `Affine3`, `Res` | Multi key | | `light` | `Vec3`, `Res` | Multi key | +| `armature` | `Res` | Multi key | | `environment` | `Res` | | ## MeshPart @@ -43,7 +44,7 @@ white except normals are zero. | -------------------- | ------------------- | ------------------ | | `name` | `String` | | | `index` | `Res<[u32; 3]>` | | -| `armature` | `Res` | | +| `armature` | `u32` | | | `g_metallic` | `Float` | | | `g_roughness` | `Float` | | | `g_albedo` | `Vec3` | | @@ -100,7 +101,7 @@ white except normals are zero. - **Static Hint**: Object will not move often. This allows implementations to choose instanced rending when MeshPart are added more than once. -## Armature +## ArmaturePart Armature is used for humanoid avatar rigging and generally follows VRM specification. Joints are arranged in a hierarchy where transforms are -- cgit v1.2.3-70-g09d2