Glossary
Armature
A high level animation entity that may posses one ore more bones. One armature always has at least one bone. See Bone below.
Bone
A lower lever animation entity that is "part" of a parent armature. A bone may have both a parent or child bone, or both, except for the top most bone of the Armature.
Local axes
The individual axes of Mesh Object or Bone. e.g. the long axis of a bone, regardless of its rotation in space is always its Y axis.
Named Light
A light in X-Plane with with a specific name and whose appearance in X-Plane is governed by pre-configured settings. The syntax to specify a Named Light is part of the OBJ specification.
Parameter Light
A light type in X-Plane with a specific name and whose appearance in X-Plane is governed by user supplied numerical parameters. The syntax to specify a Parameter Light is part of the OBJ specification.
Orthogonal Axis
A Major axis of the global coordinate system, i.e. X, Y or Z.
Pose Mode
A unique selection mode in Blender whereby individual bones of an armature may be selected. An armature must be the active selection in order to enter Pose Mode. Once in pose mode, child bones of the armature may be selected individually. The default highlight color for selected bones in Pose Mode is Blue. Pose mode is relevant when assigning datarefs and setting keyframes on Bones.
Skeleton
A Blender Armature that contains more than one bone.
Texture Area
A generic term describing a portion of total texture area, expressed in %. So a single UV island may take up 10% of total texture area.
Virtual Command
A virtual command is a special syntax form that allows Commands to drive simple, two-position animations directly such as a button (most common use), rather than having to create or use a separate dataref. See Animations section of this manual. A typical entry in the OBJ might look like so:
CMND="sim/cockpit2/radios/actuators/com1_mhz