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Copy file name to clipboardExpand all lines: content/en-us/art/characters/export-avatar-animations-from-maya.md
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@@ -11,7 +11,7 @@ description: Explains the process for exporting avatar animations from Maya.
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<figcaption>R15 mannequin reference</figcaption>
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</figure>
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<figure>
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<video controls src="../../assets/animation/exporting-avatar-animations-from-maya/Moving-Rig.mp4" alt="An angled side view of the same humnoid mannequin walking in place." width="40%"></video>
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<video controls src="../../assets/animation/exporting-avatar-animations-from-maya/Moving-Rig.mp4" alt="An angled side view of the same humanoid mannequin walking in place." width="40%"></video>
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1. In the menu bar, click **Windows**. A contextual menu displays.
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1. Hover over **Settings/Preferences**, then click **Plug-in Manager**. The **Plug-in Manager** window displays.
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<imgwidth="80%"imgsrc="../../assets/animation/exporting-avatar-animations-from-maya/Plugin-Manager.jpg"alt="A close up view of the Windows dropdown menu in Maya. The Settings/Preferences menu item is highlighted, as well as the Plguin-in Manager submenu." />
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<imgwidth="80%"imgsrc="../../assets/animation/exporting-avatar-animations-from-maya/Plugin-Manager.jpg"alt="A close up view of the Windows dropdown menu in Maya. The Settings/Preferences menu item is highlighted, as well as the Plug-in Manager submenu." />
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1. In the search field, input **fbxmaya**. The **fbxmaya.mll** plugin displays.
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1. Enable the **Loaded** and **Auto load** options.
Copy file name to clipboardExpand all lines: content/en-us/cloud-services/data-stores/error-codes-and-limits.md
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@@ -327,6 +327,8 @@ Each queue has a limit of 30 requests. When the limit of a queue is reached, req
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<Tabs>
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<TabItemlabel="Server limits">
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Each server is allowed a certain number of data store requests based on the request type and number of users. Use `Class.DataStoreService:GetRequestBudgetForRequestType()|GetRequestBudgetForRequestType()` to confirm the number of data store requests that the current place can make.
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For each request type, the limit is shared among all listed functions.
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<table>
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<thead>
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<td>60 + numPlayers × 10</td>
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</tr>
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<tr>
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<td><b>Set</b> (limit is shared among all listed functions)</td>
Copy file name to clipboardExpand all lines: content/en-us/education/battle-royale-series/cleanup-and-reset.md
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@@ -211,7 +211,7 @@ At the end of the transition, remaining players will be removed from the arena,
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When players move into the transition state, remove their weapons.
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1. In PlayerManager, find the local functions. Copy and paste the highlighted code for `removePlayerWeapon()` below. The code will remove an individual player's weapon if it's actively equipt or in the player's backpack.
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1. In PlayerManager, find the local functions. Copy and paste the highlighted code for `removePlayerWeapon()` below. The code will remove an individual player's weapon if it's actively equipped or in the player's backpack.
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```lua
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localfunctionremovePlayerWeapon(whichPlayer)
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Copy file name to clipboardExpand all lines: content/en-us/performance-optimization/design.md
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## Low-end devices
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Lower-end devices, particularly mobile devices, have severe memory limitations and are succeptible to crashes due to out of memory (OOM) errors:
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Lower-end devices, particularly mobile devices, have severe memory limitations and are susceptible to crashes due to out of memory (OOM) errors:
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- If you want to support lower-end devices, choose at least one "baseline" device, test your experience on it throughout the development process, and pay close attention to frame rate and memory usage. As you find problem areas in your experience, use those areas to identify the limits of your device.
The physics engine includes the following `Class.Constraint|Constraints` that behave as conceptual mechanical connections, including hinges, springs, ropes, and more. In addition, various [mover constraints](../physics/mover-constraints.md) are available to exert directional or rotational force upon [assemblies](../physics/assemblies.md).
<figcaption>[BallSocketConstraint](../physics/constraints/ball-socket.md) forces its two attachments into the same position and allows them to freely rotate about all three axes, with optional limits to restrict both tilt and twist</figcaption>
<figcaption>[HingeConstraint](../physics/constraints/hinge.md) allows its two attachments to rotate about one axis, with optional assigned power for motor or servo behavior</figcaption>
<figcaption>[PrismaticConstraint](../physics/constraints/prismatic.md) allows two attachments to slide along one axis but not rotate, with optional assigned power for mechanisms like sliding doors and elevator platforms</figcaption>
<figcaption>[CylindricalConstraint](../physics/constraints/cylindrical.md) allows its attachments to slide along one axis and rotate about another axis, with optional assigned angular and/or linear power</figcaption>
<figcaption>[SpringConstraint](../physics/constraints/spring.md) applies a force on its attachments based on spring and damper behavior, with an optional minimum/maximum length</figcaption>
<figcaption>[TorsionSpringConstraint](../physics/constraints/torsion-spring.md) applies torque based on a relative angle and relative angular velocity, in an attempt to bring two axes from two parts together</figcaption>
<figcaption>[UniversalConstraint](../physics/constraints/universal.md) ensures two axes on two assemblies remain perpendicular, useful for applications such as vehicle power transmission to rear drive shafts, robotics, and more</figcaption>
<figcaption>[RopeConstraint](../physics/constraints/rope.md) prevents two attachments from separating further than a defined length, with optional behavior as an extending or contracting winch</figcaption>
<figcaption>[RodConstraint](../physics/constraints/rod.md) keeps two attachments separated by a defined length, with optional limits on rotational tilt</figcaption>
<figcaption>[PlaneConstraint](../physics/constraints/plane.md) moves two attachments into a position/orientation along a plane, and both attachments remain free to translate and rotate unless otherwise constrained</figcaption>
<figcaption>[WeldConstraint](../physics/constraints/weld.md) connects two `Class.BasePart|BaseParts` and ensures they stay in the same relative position and orientation to each other, even if they are not touching</figcaption>
<figcaption>[RigidConstraint](../physics/constraints/rigid.md) connects two `Class.Attachment|Attachments` or `Class.Bone|Bones` and ensures they stay in the same relative position/orientation to each other, even if they are not touching</figcaption>
<figcaption>[NoCollisionConstraint](../physics/constraints/no-collision.md) prevents collisions between two specific parts, but those parts may still register collisions with the rest of the world</figcaption>
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