Conventions for Skinned Avatars
- Last UpdatedJul 04, 2023
- 1 minute read
This section covers rules and naming conventions for industrial projects when implementing scene contents, in particular the creation of skinned avatars.
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To create a skinned avatar, you need skinned geometry for the body, clothes, and everything that modifies the animations.
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The engine supports the Biped rig and you can use up to 70 bones for your rig.
Exporting Skinned Avatars
Required files
To export a skinned avatar, you need some MWX files.
|
Type |
File name |
Description |
|---|---|---|
|
definition of the avatar |
avatar_def.mwx |
Contains the definition of the meshes such as shader, skin, and other properties. Export the definition with an Omni light called avatar_Omni01. |
|
scene |
scene.mwx |
Contains the character and his animations. |
|
animations |
avatar_walk.mwx, avatar_run.mwx, avatar_wait.mwx ecc |
Contains the animations/movements of the skinned avatar. |
|
shadow |
avatar_shadow.mwx |
This file is needed only if you use a shadow under the avatar's feet. |