![]() ![]() Loading a Skeleton (Maya Joint hierarchy) To start using the Skeleton Tab you have to either load a character file or load a skeleton from a Maya joint hierarchy (see below). The information shown in this tab is relative to the Character File displayed in the active tab of the Main Workspace. Note that bones excluded from IK can also be defined for each Skeleton Mapping Node in the Main Workspace, along with roll bones. For more information on these features, see the Character Maker Main Concepts page. The Skeleton Tab is also the place where you can edit the character's physical properties, as well as more advanced features like bones excluded from the inverse kinematics computation (IK). ![]() ![]() The Skeleton Tab allows to convert a Maya skeleton (joint hierarchy) into the Golaem Crowd skeleton format. The morphology of a character is stored in the Golaem Character File (*.gcha), which is used in Entity Type nodes during a crowd simulation. Golaem Crowd uses a dedicated animation engine, which can automatically retarget, blend and mix motions on any kind of morphology. To perform these features, the animation engine uses its own representation of characters and motions. ![]()
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