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AVEVA™ XR Studio

Exporting Skinned Avatars

  • Last UpdatedJul 04, 2023
  • 1 minute read

When you export the definition of a skinned avatar (avatar_def.mwx), this exports information about all the meshes that compose the character.

The objects to export are:

  • A dummy called Anim_ma. The dummy contains the information about every single mesh.

  • A light called avatar_Omni01. The light does not contain user-defined properties.

Topics

Code example

A code example for exporting a skinned avatar.

$CharacterV1

{

iVersion = 1

szID = Andrea

$Mesh

{

szName = Worker03

szMaterial = VcTxtLmEmBmGmSpHlit

szCubeMap = salva_cubemap.dds

szLight = avatar_Omni01

bSkinned = true

byMaxWeights = 2

fEmissiveMul = 1

fCubeIntensity = 0.01

fBaseLitVal = 1

}

...

}

Exporter options

For each MWX file, select the export options.

  • Select the Prefer World Space Data check box.

  • Select the Export Hidden/Frozen check box.

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