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Miarmy Assets File Types

  • Rig File
  • Animation File
  • Action File
  • Original Agent Test File (OAT FileOA Files)
  • Original Agent File (OA FileFiles)

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General Descriptions:

  • Rig file: the initial character rig usually from users company custom tool, or build from 3rd party rigging system. This file will be used for creating to create the Original Agent (OA) File and Action Files, finally this file can be remove from production
  • Animation File: the rig which contain key frame  the initial character rig the save as above, and it contains keyframe or baked animation data, use this file to generate Action nodes action node
  • Action File: the action node exported form animation file
  • OAT File: use this file to adjust, fine-tune and debug the agent perception and logic, action transition , and interactive behaviors and perception etc…
  • OA file (Original Agent) file: exported from OAT file, a very clean and ready to use agent type fileOA file (or sometimes we can call it one type of agent)



Rig File

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Definition &

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Usage

  • This file contains a an initial character rig
  • This character rig should be the rest pose (or bind-pose), like T-pose or A-pose.
  • This character rig can be any bone structure, no matter how many bones
  • This character rig can be controlled by all types of rigrigging system like IK, constrains, expression, etc… (It support supports Advanced Skeleton, Human IK, TSM (The setup machine), Rocketbox Lib Setup Machine) etc, all setup rig)

Limitations:

  • Single Bone Chain: each bone's parent should be a joint
  • Aim to Z direction
  • If not a must, please don't contain the "scale" on bones
  • See more on Rig Requirements

(Optional) Limitations for Physics Simulation

  • Each joint must have length. Another has length, another words, each joint must have NOT to be overlapped to another bone

Important

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Optimizations

To simulate tens of thousands agents in scene, such as 300010000+, we highly recommend you to make sure your the character rig is simple light enough, delete fingers, or other extra bonesunnecessary bones and geometries, shrink the texture map size ect.

  • Best Joint Number: less  around than 30
  • Best Geometry Sum Faces Number: less than 3500 around 5000
  • Best Geometry Number: less than  around 8
  • Best Texture Map Size(resolution): 1K-2K

Suggested Naming

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convention

  • <Agent Type Name>rgrig_crowd<version>.ma
  • Example: Man_rgrig_crowd_01.ma

FAQ:

  • If

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  • (like sword or gun):
    • Please make the weapon a length (not a single point joint)
    • Please parent the weapon to the hand or the root bone
    • Character with weapon and Character without weapons are 2 different types of agent, they may have different bone structure and the animation should be 2 groups.



Animation File

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Definition &

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  • Each rig file can be duplicated to several times and come to animation files
  • We key frame each animation files and save a piece of animation clip in each file, cycle animation should only be one single loop,
  • Below 2 methods are the same but different approach to make animation:
    • Reference the "rig" file into a lot of Animation files and set key frames
    • Duplicate a lot of "rig" files and key frame them

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Usage

  • We can reference (better not import) the initial rig file into different files and all these files share the same rig.
  • Give the animation to these files and turn them into a bunch of animation files (Notice: only one loop cycle needed if the animation is a loop animation)
  • Finally, there will be one "rig" file, and

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  • a

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  • group of animation files

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  • associate with this

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  • rig

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  • file, and each animation file contains a piece of

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  • motion with the same rig.

Suggested Naming

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Convention:

  • <Agent Type Name>anim<Animation Name>_<version>.ma
  • Example: Man_anim_walk_01.ma
  • Example: Man_anim_walkToStand_01.ma

Special

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Condition

Some animation lib file contain 2 types of agent such as 2 agents fighting or other interactively. It's OK, for example Man fight with Orc. You just need duplicate it to 2 files:

  • Man_anim_fight01_01.ma
  • Orc_anim_fight01_01.ma (the same as the previous Man file but belongs to the assets of Orc)
  • And later we can export 2 action out.



Action File

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Definition &

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Usage

  • Generate Action node from animation file and exported the node out from animation file
  • This file only contains one node inside which type is "McdAction" node
  • This file will should be always imported into the OAT (Original Agent Test) File

Suggested Naming Conventions:

  • <Agent Type Name>action<Animation Name>_<version>.ma
  • Example: Man_action_walk_01.ma
  • Example: Man_action_walkToStand_01.ma
  • Example: Woman_action_jot_02.ma



OAT Files

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Definition &

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Usage

  1. The file is generated from Rig file (rest or T pose)
  2. The Geometry need to be transferred to the Original Agent File, and put into the Geometry_XXX * folder
  3. Important: please remove all Rig File contents and old geometries!, if the rig is not associate with the OA
  4. Please import all action files to this OAT file and put to correct hierarchythem into Action_*. Also notice change the name of themIf need, naming conventions
  5. (Optional) build transition map in this file
  6. And build Build some common logic in this file
  7. Place and test simulation in this file and see is everything all right

Renaming Agent Type

The Original Agent must be rename to correct name, MUST have to be unique in your later production

Suggested Naming

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Convention:

  • <Agent Type Name>OATestOAT<version>.ma
  • Man_OATestOAT_01.ma
  • Woman_OATestOAT_03.ma



OA File

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Definition &

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Usage

This file is the only asset file for production

  1. The file is exported from OAT file.
  2. This file only contain contains the Original AgentOA, without any other extra node. If file contains, please redundant nodes.
  3. After exporting from OAT, open the OA and check if it contain trash nodes, clean them and save again

This file will be imported referenced into the production shots file Or, reference into the production shots file

Suggested Naming

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Convention:

  • <Agent Type Name>OA<version>.ma
  • Man_OA_01.ma
  • Woman_OA_03.ma

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