Miarmy Assets File Types

General Descriptions:



Rig File

Definition & Usage

Limitations:

(Optional) Limitations for Physics Simulation

Optimizations

To simulate tens of thousands agents in scene, such as 10000+, we highly recommend to make sure the character rig light enough, delete fingers, or other unnecessary bones and geometries, shrink the texture map size ect.

Suggested Naming convention

FAQ:



Animation File

Definition & Usage

Suggested Naming Convention:

Special Condition

Some animation 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:



Action File

Definition & Usage

Suggested Naming Conventions:



OAT Files

Definition & 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_* 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 OAT file and put them into Action_*. Also notice naming conventions
  5. (Optional) build transition map in this file
  6. 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, have to be unique in your later production

Suggested Naming Convention:



OA File

Definition & Usage

This file is the asset for production

  1. The file is exported from OAT file.
  2. This file only contains the OA, without any other 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 referenced into the production shots file

Suggested Naming Convention: