Nodes are the basic components of a model, they are marked with different icons basing on their position inside the hierarchy and if they have or not drawable geometry:
The nodes containing a mesh or a skin are showed with the icon.
The leaf nodes that do not contain any geometry are showed with a red sphere icon.
All other nodes are drawed with icon. This means they are not a leaf and doesn't contain drawable geometry.
Even if do not contain drawable geometry, nodes can own physics capsules for raycasting and physics simulation (ragdolls)
This option copy into the clipboard the position and rotation of all nodes of the model. This operation is used expecially when you want to copy the pose of a character to another one.
This option replace all nodes rotation with those copied into the clipboard by CopyCharacterPose option.This operation is used expecially when you want to copy the pose of a character to another one.
This option replace all nodes positions with those copied into the clipboard by CopyCharacterPose option.This operation is used expecially when you want to copy the pose of a character to another one.
The Rotation triple is expressed as (Yaw, Pitch, Roll). This means that the X value corresponds to a rotation around the Y axis (yaw),
Y value corresponds to a rotation around X axis (pitch). This is a legacy problem that we planned to fix in future releases.
Scale: node scaling
Is Visible: Disable this if you want to hide the node (in the case the node contains drawable geometry)
Cast Shadows: Disable this if you want the node doesn't cast shadows (in the case the node contains drawable geometry)
Affect Motionblur: Disable this if you want the node doesn't affect motion blur effect (in the case the node contains drawable geometry)
Reset xform: if you click this button the node transformation is reset (the scaling is set to 1 and rotation and position to 0) after being applied to the owned geometry vertices (in the case the node contains drawable geometry)
Reset xform can be applied only to single node models (sm2)
If you have an object in the scene that owns the model and you change model materials, if you want these changes to be applied to the object you have to reset the materiasl list of the object from the class properties tool