<div dir="ltr"><div><div>I'm inclined to call armature animation "armature animation" over "skeletal animation." For me, skeleton means bones of a character, but that's only one use for an armature. I feel it's better to use a general term rather than a mis-used specific term. I have not looked at the docs to see where this comes up, though. <br>
<br></div>I've seen "skin" used in place of "rigged mesh" while in conversation. I understand why this is so, but Blender does not use the word "skin" in the interface; skins come from maya. As a generic term, "rigged mesh" would fit into most parts of the docs well enough without introducing terms not see in the UI (ie, skin). Unless you're talking about something very specific like character/creature rigging/animation, generic naming should be the way to go. <br>
<br></div>These are my opinions, of course. My only wish is for consistency. <br></div><div class="gmail_extra"><br><br><div class="gmail_quote">On Tue, Aug 19, 2014 at 8:21 AM, Gaia <span dir="ltr"><<a href="mailto:gaia.clary@machinimatrix.org" target="_blank">gaia.clary@machinimatrix.org</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Actually i often stumble over the term "Rigged Mesh" as well.<br>
In fact i thought for a while that this was the official term.<br>
But now i tend to believe that "Rigged Mesh" is a fuzzy term.<br>
<br>
So, is "Skeletal animation" the correct term to use use when<br>
documenting anything in the are of armature based animation ?<br>
<br>
cheers,<br>
Gaia<br>
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</blockquote></div><br><br clear="all"><br>-- <br><div dir="ltr">Jeffrey "Italic_" Hoover</div>
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