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	<id>https://wiki.quasar-rce.com/index.php?action=history&amp;feed=atom&amp;title=Firefly%2Fff_animated</id>
	<title>Firefly/ff animated - Revision history</title>
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	<updated>2026-04-07T09:32:59Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.quasar-rce.com/index.php?title=Firefly/ff_animated&amp;diff=114&amp;oldid=prev</id>
		<title>Tasella-Wa Tudina: Created page with &quot;== Firefly Node Animated Mesh Object == With the Animated Mesh node you can insert an animated mesh into the scene.  An Animated Mesh is animated across a number of Frames by calculating the position, scale, and rotation of the mesh’s Joints using each one’s collection of Keyframes across those Frames. So, an Animated Mesh might have many Joints, and each Joint can have many Key Frames of a Position and/or Scale and/or Rotation type.  When the animation takes place,...&quot;</title>
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		<updated>2025-06-21T04:42:08Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;== Firefly Node Animated Mesh Object == With the Animated Mesh node you can insert an animated mesh into the scene.  An Animated Mesh is animated across a number of Frames by calculating the position, scale, and rotation of the mesh’s Joints using each one’s collection of Keyframes across those Frames. So, an Animated Mesh might have many Joints, and each Joint can have many Key Frames of a Position and/or Scale and/or Rotation type.  When the animation takes place,...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Firefly Node Animated Mesh Object ==&lt;br /&gt;
With the Animated Mesh node you can insert an animated mesh into the scene.  An Animated Mesh is animated across a number of Frames by calculating the position, scale, and rotation of the mesh’s Joints using each one’s collection of Keyframes across those Frames. So, an Animated Mesh might have many Joints, and each Joint can have many Key Frames of a Position and/or Scale and/or Rotation type.&lt;br /&gt;
&lt;br /&gt;
When the animation takes place, it calculates what Position, Scale, and Rotation each Joint should be set to at a given frame by working out each difference between the last and next Key Frame.&lt;br /&gt;
&lt;br /&gt;
Current supported rigging modes are :&lt;br /&gt;
&lt;br /&gt;
* .B3D files (skeleton mode)&lt;br /&gt;
&lt;br /&gt;
* .FBX ( as downloaded for free from Mixamo )&lt;br /&gt;
&lt;br /&gt;
* .MD2 and .MD3 (morph mode)&lt;br /&gt;
&lt;br /&gt;
* .MS3D (skeleton mode)&lt;br /&gt;
&lt;br /&gt;
* .X files (binary &amp;amp; text) (skeleton mode)&lt;/div&gt;</summary>
		<author><name>Tasella-Wa Tudina</name></author>
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