Binding Requirement

Usually, the geometries are binded on the initial Character Rig joints with smooth bind method. But if we want to render our scene, we need to select and bring all render geometries into our OA.

To do this, all geometries need to be duplicated and put into OA Geometry_<agent name> and binded onto OA joints.

The geometries need to realtime display and render should be put into agent type Geometry_<agent name> node and smooth binded on the OA joints

Transfer Geometries

To transfer the geometries, we can manually do the steps or in most cases use our auto transfer tool

Manual Steps

Automatic Step Send Geometry Tool


Bind method

See more details on Skinning


Management

The all geometries have to be put into Geometries_<agent name> group like this:


Putting the geometries of original agent in Geometry_<agent name>


Cloth geometries also should be put in this group.


Shader Requirements

Please notice Miarmy only supports 1 object 1 shader, and not support 1 object multiple shaders.