For each type of agent you can connect a status machine. During the agent creation stage, for each of them, the state machine module uses this name to create the corresponding network.
An Agent type is a specialized Simulation event describing an agent definition. It contains a skeleton, proxy and skinned geos. It has a scale multiplier and can be linked to a State machine.
Atoms Crowd provide tools for exporting the necessary files to define your agent types.
Skeleton
Users can create the agent type skeleton in their favorite 3D package (i.e. Maya, Houdini, etc.) with a hierarchy of joints/bones.
The body skeleton should live under one main root, but you can also have detached joints or hierarchies. These should be added as extra (prop) joints when exporting the skeleton.
In order for a skeleton to work in Atoms, users have to tag the following joints: any pelvis joint, any foot root (the first joint of a leg), any foot ik (the IK handle) and any foot tip.
For a biped, you'll have one pelvis, two foot root, two foot iks and two foot tips.
Atoms needs these information to place correctly your agents on the ground and apply the foot lock during the simulation.
注意 |
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Your skeleton root must always be tagged as a pelvis. |
Skinned geo
The skinned GEO can be single or multiple meshes skinned to the skeleton. At export time all the meshes, skin weights, UV and textures are saved inside the skinned GEO definition file.
注意 |
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All your skinned GEO should live under the same parent, although the hierarchy does not have to be flat. |
State machine
For every agent type you can link a state machine. During the agent creation stage, the state machine module uses this name to build the linked state machine.
Agent scale
This value is a multiplier on the global scale of the skeleton. Also the pelvisHeight, footHeight, velocity metadata is effected by this value