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AVEVA™ XR Studio

Export Avatar

  • Last UpdatedJul 04, 2023
  • 1 minute read

Before exporting the Avatar mesh, you should define which meshes are part of the Avatar and whether they are skinned.

  • This information is stored in the Dummy object user buffer.

  • Animations are exported separately. See Export Animation.

Code example

This is an example of defined meshes for avatar. Define each mesh that the Avatar uses as a skinned or not skinned object to ensure they are exported.

$CharacterV1

{

iVersion = 1

szID = Andrea //ID Name of the avatar

$Mesh //Definition of a skinned mesh

{

szName = body

szMaterial = VcTxtLmEmBmGmSpHlit

szCubeMap = salva_cubemap.dds

szLight = avatar_Omni01

bSkinned = true

byMaxWeights = 2

fEmissiveMul = 1

fCubeIntensity = 0.01

fBaseLitVal = 1

}

$Mesh //Definition of a not skinned mesh

{

szName = masks

szMaterial = VcTxtLmEmBmGmSpHlit

szCubeMap = salva_cubemap.dds

szLight = avatar_Omni01

bSkinned = false

szBoneLink = "Bip001 Head" //Parent bone of the object

byMaxWeights = 2

fEmissiveMul = 1

fCubeIntensity = 0.01

fBaseLitVal = 1

}

}

OmniLight

The Omni Light requires this code in the user buffer:

$LightParams

{

bAffectOnlyIfAssigned = true

}

This parameter excludes the light from the real time light calculation, and is only used for the Avatar specular.

For exporting, the Avatar selects the Dummy (with the mesh definition), the Omni Light used by the Avatar meshes shaders and exports them using the export selected.

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