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Bone Behaviors · Changes

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Tail behavior authored Jul 21, 2024 by Ticxo's avatar Ticxo
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Modeling/Bone-Behaviors.md
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...@@ -109,8 +109,11 @@ or [LeashSelf](/MythicMobs/mechanics/model/LeashSelf) mechanics ...@@ -109,8 +109,11 @@ or [LeashSelf](/MythicMobs/mechanics/model/LeashSelf) mechanics
**Tag: `seg_`**<br> **Tag: `seg_`**<br>
Segment bone is a special type of bone that is animated procedurally, following the parent bone using the least amount of Segment bone is a special type of bone that is animated procedurally, following the parent bone using the least amount of
movement required through rotation or position. This is very useful when creating dynamic models such as worms, tails and movement required through rotation or position. This is very useful when creating long, dynamic models such as worms.
hair.
This bone tag would mark the bone as a child pivot of the model, where child bones will originate from the new pivot instead
of the base pivot. If your segments are long enough that some bones will not move in world space when the base entity moves,
use this behavior. Otherwise, check the [Tail](/Modeling/Bone-Behaviors#tail) behavior.
As of R4.0.7, segment tag can only be used on cube-less bones. The pivot point of the bone should also be placed at the As of R4.0.7, segment tag can only be used on cube-less bones. The pivot point of the bone should also be placed at the
back. The bones can be further configured by using the [Segment](/MythicMobs/mechanics/model/Segment) mechanic. back. The bones can be further configured by using the [Segment](/MythicMobs/mechanics/model/Segment) mechanic.
...@@ -118,6 +121,17 @@ back. The bones can be further configured by using the [Segment](/MythicMobs/mec ...@@ -118,6 +121,17 @@ back. The bones can be further configured by using the [Segment](/MythicMobs/mec
Check out this [segment demo](../Assets/Demo/segment_demo.zip) as reference for how to set up the bones and use the segment Check out this [segment demo](../Assets/Demo/segment_demo.zip) as reference for how to set up the bones and use the segment
mechanic. mechanic.
### Tail
**Tag: `tl_`**<br>
Tail bone visually works exactly the same as segment bone, however instead of creating a separate pivot for display entities,
the bones would use the base pivot. If your tail bones move a lot and generally stay around the base model, use this behavior.
Otherwise, check the [Segment](/Modeling/Bone-Behaviors#segment) behavior.
As of R4.0.7, tail tag can only be used on cube-less bones. The pivot point of the bone should also be placed at the
back. The bones can be further configured by using the [Segment](/MythicMobs/mechanics/model/Segment) mechanic.
<br><br> <br><br>
# Hitbox Tags # Hitbox Tags
......
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