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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. 

Your skeleton root must always be tagged as a pelvis.

Proxy Geo

A proxy GEO is a set of low poly geometry that will be used by Atoms when showing your agents in "mesh" mode.
In order to associate a geometry with a joint, users will have to name each piece of geo with the name of the joint followed by "_GEO" (see picture).

Please check the walk-through section to know more about how to name your proxy GEO.

All your proxy GEO should live under the same parent, although the hierarchy does not have to be flat.

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.

All your skinned GEO should live under the same parent, although the hierarchy does not have to be flat.
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