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Fix for #255
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tparisi committed Oct 12, 2015
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Expand Up @@ -210,7 +210,7 @@ The following example defines a glTF asset with a single scene, `defaultScene`,

The glTF asset defines one or more *nodes*, that is, the objects comprising the scene to render.

Each node can contain one or more meshes, a skin, a joint name, or a camera, defined in the `meshes`, `instanceSkin`, `jointName`, and `camera` properties, respectively.
Each node can contain one or more meshes, a skin instance, a joint name, or a camera, defined in the `meshes`, `skeletons`, `skin`, `jointName`, and `camera` properties, respectively.

Nodes have a optional `name` property.

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## Geometry and Meshes
Any node can contain one or more meshes, defined in its `meshes` property. Any node can contain one skin, defined in its `instanceSkin` property.
Any node can contain one or more meshes, defined in its `meshes` property. Any node can contain one skinned mesh instance, defined using a combination of the properties `meshes`, `skeletons`, and `skin`. A node can either contain meshes or a single skinned mesh instance, but not both.
### Meshes
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### Skins
All skins are stored in the `skins` property of the asset, by name.
Each skin is defined by a `bindShapeMatrix` property, which describes how to pose the skin's geometry for use with the joints; the `inverseBindMatrices` property, used to bring coordinates being skinned into the same space as each joint; and a `jointNames` array property that lists the joints used to animate the skin. Each joint name must correspond to the joint of a node in the hierarchy, as designated by the node's `jointName` property.
All skins are stored in the `skins` property of the asset, by name. Each skin is defined by a `bindShapeMatrix` property, which describes how to pose the skin's geometry for use with the joints; the `inverseBindMatrices` property, used to bring coordinates being skinned into the same space as each joint; and a `jointNames` array property that lists the joints used to animate the skin. Each joint name must correspond to the joint of a node in the hierarchy, as designated by the node's `jointName` property.
```javascript
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#### Skin Instances
A skin is instanced within a node using the node's `instanceSkin` property. The meshes for a skin instance are defined in the skin instance's `meshes` property. The `skeletons` property contains one or more skeletons, each of which is the root of a node hierarchy. The `skin` property contains the ID of the skin to instance. The example below defines a skin instance that uses a single mesh and skeleton.
A skin is instanced within a node using a combination of the node's `meshes`, `skeletons` and `skin` properties. The meshes for a skin instance are defined in the `meshes` property. The `skeletons` property contains one or more skeletons, each of which is the root of a node hierarchy. The `skin` property contains the ID of the skin to instance. The example below defines a skin instance that uses a single mesh and skeleton.
```javascript
"node_1": {
"children": [],
"instanceSkin": {
"meshes": [
"skinned-mesh_1"
],
"skeletons": [
"skeleton-root_1"
],
"skin": "skin_1"
},
"meshes": [
"skinned-mesh_1"
],
"skeletons": [
"skeleton-root_1"
],
"skin": "skin_1"
```
#### Skinned Mesh Attributes
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* <a href="schema/meshPrimitive.schema.json">`mesh/primitive`</a>
* <a href="schema/meshPrimitiveAttribute.schema.json">`mesh/primitive/attribute`</a>
* <a href="schema/node.schema.json">`node`</a>
* <a href="schema/nodeInstanceSkin.schema.json">`node/instanceSkin`</a>
* <a href="schema/program.schema.json">`program`</a>
* <a href="schema/sampler.schema.json">`sampler`</a>
* <a href="schema/scene.schema.json">`scene`</a>
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