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AVEVA™ XR Studio

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.

  • To create a skinned avatar, you need skinned geometry for the body, clothes, and everything that modifies the animations.

  • 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.

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