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Renders WOM bone hierarchy as Graphviz DOT. Mirrors --export-quest-graph for skeleton trees: a 50-bone tree from --info-bones is hard to read in text; pipe this through 'dot -Tpng' for the picture: wowee_editor --export-bones-dot HumanMale dot -Tpng HumanMale.bones.dot -o bones.png Visual encoding: - lightgreen fill: keybones (named anchor points referenced by gameplay systems — head, hands, feet, etc.) - lightgrey fill: internal/blend bones (non-key, used for shape only) - goldenrod border: root bones (parent=-1, top of skeleton hierarchy) Edges flow parent -> child (rankdir=TB so root is at top, leaves at bottom). Useful for skeleton-debugging: - 'why is this finger not following its hand?' -> see the parent chain - 'is this bone really a root or did its parent get deleted?' -> goldenrod border makes intentional roots vs accidental ones obvious - understanding which bones gameplay code can reference by key id Verified on a 5-bone synthesized skeleton (3-deep chain + 1 detached root + mix of key/internal): DOT correctly emits 5 nodes with the right colors (3 lightgreen for key bones, 2 lightgrey for internal, 2 with goldenrod root borders), 3 edges traversing the chain. |
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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||