比較バージョン

キー

  • この行は追加されました。
  • この行は削除されました。
  • 書式設定が変更されました。

Skinned geometries

Asset conversion

  • Agent type: If you export a skinned mesh from Maya and you want to use it in Houdini, make sure the mesh is triangulated and set  the normals per face.
  • Agent type: The skeleton root must be tagged as pelvis.
  • Animation

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  • clip: Please make sure the joints between a foot root and the foot ik are animated only on one axis before exporting your animation. Joints animated on more than one axis will be not be evaluated properly by Atoms IK.

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