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	<id>https://wiki.trainzsimulator.com/index.php?action=history&amp;feed=atom&amp;title=Bind_pose</id>
	<title>Bind pose - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.trainzsimulator.com/index.php?action=history&amp;feed=atom&amp;title=Bind_pose"/>
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	<updated>2026-11-05T11:24:26Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Bind_pose&amp;diff=10408&amp;oldid=prev</id>
		<title>Windwalkr at 02:51, 16 October 2017</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Bind_pose&amp;diff=10408&amp;oldid=prev"/>
		<updated>2017-10-16T02:51:00Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:51, 16 October 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The [[bind pose]] of an animated [[mesh]] is the default state of the mesh prior to any [[animation]] being applied. While there is no strict requirement on what a bind pose should look like, there are some fairly standard techniques used when modeling that lead to fairly predictable outcomes.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The [[bind pose]] of an animated [[mesh]] is the default state of the mesh prior to any [[animation]] being applied. While there is no strict requirement on what a bind pose should look like, there are some fairly standard techniques used when modeling that lead to fairly predictable outcomes.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The bind pose is generally not &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be &lt;/del&gt;displayed in-game. Wherever a mesh has a [[skeleton]], appropriate animation(s) should be applied such that all of the bones in the skeleton have a position defined by the animation(s). There is no practical reason why the bind pose cannot be displayed, but it is usually considered an implementation detail and may not be appropriate for user viewing.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The bind pose is generally not displayed in-game. Wherever a mesh has a [[skeleton]], appropriate animation(s) should be applied such that all of the bones in the skeleton have a position defined by the animation(s). There is no practical reason why the bind pose cannot be displayed, but it is usually considered an implementation detail and may not be appropriate for user viewing.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Windwalkr</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Bind_pose&amp;diff=10407&amp;oldid=prev</id>
		<title>Windwalkr: Created page with &quot;The bind pose of an animated mesh is the default state of the mesh prior to any animation being applied. While there is no strict requirement on what a bind pose s...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Bind_pose&amp;diff=10407&amp;oldid=prev"/>
		<updated>2017-10-16T02:50:44Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;The &lt;a href=&quot;/wiki/Bind_pose&quot; title=&quot;Bind pose&quot;&gt;bind pose&lt;/a&gt; of an animated &lt;a href=&quot;/wiki/Mesh&quot; title=&quot;Mesh&quot;&gt;mesh&lt;/a&gt; is the default state of the mesh prior to any &lt;a href=&quot;/wiki/Animation&quot; title=&quot;Animation&quot;&gt;animation&lt;/a&gt; being applied. While there is no strict requirement on what a bind pose s...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The [[bind pose]] of an animated [[mesh]] is the default state of the mesh prior to any [[animation]] being applied. While there is no strict requirement on what a bind pose should look like, there are some fairly standard techniques used when modeling that lead to fairly predictable outcomes.&lt;br /&gt;
&lt;br /&gt;
The bind pose is generally not be displayed in-game. Wherever a mesh has a [[skeleton]], appropriate animation(s) should be applied such that all of the bones in the skeleton have a position defined by the animation(s). There is no practical reason why the bind pose cannot be displayed, but it is usually considered an implementation detail and may not be appropriate for user viewing.&lt;/div&gt;</summary>
		<author><name>Windwalkr</name></author>
	</entry>
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