Documentation
Using the library
- Getting started: requirements, building, installing, build options, the CPU check, the model the API follows.
- Skeletons, clips and poses: building data, sampling, cursors, blending, the model pass, root motion.
- Importing: glTF and FBX, a memory budget for untrusted files, compression.
- Animation graphs: building, binding, instances, the frame, node kinds, debugging.
- Inverse kinematics and physics: the solvers, spring bones, ragdolls.
- Skinning and morph targets: skins, influences, palettes, the skinning jobs.
- Retargeting and mirroring: maps, baked clips, the JSON form.
- Motion matching: databases, the search, learned models and training.
- API reference, generated from the headers.
How it works
- Overview: the library profile and how the parts fit.
- Glossary.
- Determinism, Memory and threads, File formats.
- Skeletons, poses, clips and compression, Graphs, Motion matching, Inverse kinematics, Spring bones and the ragdoll seam, Retargeting and mirroring, Skinning and morph targets.
- glTF import, FBX import.
- Size and performance: the code size budget and the targets against other libraries.
- Maul conventions: the rules every Maul library follows.
Maintaining it
- Checks: the check tiers, the CI jobs, the nightly run, fuzzing and the budgets.
- Development: toolchain, presets, running tests, generators, differentials, code size, fuzz findings.
- Release.