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<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: CryRiggingTools </h1>
<span style="font-family: Arial;"></span>
<p style="font-family: Arial;">
<img style="border: 0px solid ; margin-right: 1em; width: 204px; height: 1495px; float: left;" src="images/riggingTools.png" alt="CryRiggingTools Rollout">
</p>
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);">Internal Tools <small>(some deprecated)</small></h2>
<span style="font-family: Arial;">This tools rollout only shows up if the <span style="font-weight: bold;">DOMAIN</span> is set as <span style="font-weight: bold;">INTERN.CRYTEK.DE</span>
(in the cryTools Control Panel you can see your DOMAIN). These tools
are not secret in any way, they are just quick hacks to make it easier
for artists, animators and TDs to fix issues more easily, and deal with
certain project-specific rigs. </span><span style="font-family: Arial;">Even if you are not in the Crytek offices you can easily enable this code or learn from it, </span><span style="font-family: Arial;">or you can just check out how we patched different problems.<br>
<br>
<span style="font-weight: bold; color: rgb(255, 0, 0);">TechNote:</span> Arrrr, these be untested waters with monsters abound! Wear a helmet.<br style="font-family: Arial;">
</span>
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial; font-weight: bold;">Helper Joints</span></h3>
<span style="font-family: Arial;">This primarily deals with the Crysis
NanoSuit helper joints, but also covers knees, breasts, and others.
Hide/Show Helper Joints will hide and unhide the joints. Select Helper
Joints will select them and Unselect Helper Joints will deselect them.</span><br style="font-family: Arial;">
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial; font-weight: bold;">File Fixes/Cleanup</span></h3>
<span style="font-family: Arial; font-weight: bold;">Mirror Weapon Bone</span><br style="font-family: Arial;">
<span style="font-family: Arial;">This mirrors and correctly orients
the right weapon bone to the left and renames the new one
alt_weapon_bone01. At the start of Crysis characters only had one
weapon bone (in the right hand), mid way through we decided that we
would add another weapon bone in the left hand.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">Select New Attachment Points</span><br style="font-family: Arial;">
<span style="font-family: Arial;">When pressed with nothing checked,
this simply selects the new weapon attachment points. With delete\add
checked, it either adds the new attachment points, or if they are
present, deletes them. With hide\show checked it will hide them, or
show them if they are hidden. After a year and a half of Crysis
development, we decided to add many weapon attachment points to every
human character in the game, that's why this tool was written, the
attachment points added are:</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Courier;">weaponPos_hurricane</span><br style="font-family: Courier;">
<span style="font-family: Courier;">weaponPos_law</span><br style="font-family: Courier;">
<span style="font-family: Courier;">weaponPos_rifle01</span><br style="font-family: Courier;">
<span style="font-family: Courier;">weaponPos_rifle02</span><br style="font-family: Courier;">
<span style="font-family: Courier;">weaponPos_pistol_L_leg</span><br style="font-family: Courier;">
<span style="font-family: Courier;">weaponPos_pistol_R_leg</span><br style="font-family: Courier;">
<span style="font-family: Courier;">weaponPos_pistol_L_hip</span><br style="font-family: Courier;">
<span style="font-family: Courier;">weaponPos_pistol_R_hip</span><br style="font-family: Courier;">
<span style="font-family: Courier;">weaponPos_grenade_L_hip</span><br style="font-family: Courier;">
<span style="font-family: Courier;">weaponPos_grenade_R_hip</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial;"><span style="font-weight: bold; color: rgb(255, 0, 0);">TechNote: </span>The weapon positions are loaded from the following max file: <span style="font-weight: bold;">Tools\maxscript\ref\weapon_positions.max</span></span><br style="font-family: Arial;">
<br style="font-family: Arial; font-weight: bold;">
<span style="font-family: Arial; font-weight: bold;">Wire FP Hands Twist Bones</span><br style="font-family: Arial;">
<span style="font-family: Arial;">This wires up and procedurally drives
twist bones on the Crysis first person arms. When we were pretty far
into development we decided twist bones were needed for correct
pronation/supination of the first person arms. The wiring allowed the
current animation assets to drive the twist bones.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">Comment out Nub Bones</span><br style="font-family: Arial;">
<span style="font-family: Arial;">We have many 'nub' bones in our rigs,
these are old holdovers from the Physique era. A nub bone was used to
create a physique link, the same way some rigs have 'end' bones. When
you press this button, the tool will search your scene for the
following named nodes and replace them thusly:</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Courier;">Bip01 HeadNub - _Bip01 HeadNub</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01 R Finger0Nub - _Bip01 R Finger0Nub</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01 R Finger1Nub - _Bip01 R Finger1Nub</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01 R Finger2Nub - _Bip01 R Finger2Nub</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01 R Finger3Nub - _Bip01 R Finger3Nub</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01 R Finger4Nub - _Bip01 R Finger4Nub</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01 L Finger0Nub - _Bip01 L Finger0Nub</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01 L Finger1Nub - _Bip01 L Finger1Nub</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01 L Finger2Nub - _Bip01 L Finger2Nub</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01 L Finger3Nub - _Bip01 L Finger3Nub</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01 L Finger4Nub - _Bip01 L Finger4Nub</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01 L Heel - _Bip01 L Heel</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01 R Heel - _Bip01 R Heel</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01LToeHelper - _Bip01LToeHelper</span><br style="font-family: Courier;">
<span style="font-family: Courier;">Bip01RToeHelper - _Bip01RToeHelper</span><br style="font-family: Arial;">
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Locomotion Manager</span></h3>
<span style="font-family: Arial; font-weight: bold;">Extract Data to LocoMan Node</span><br style="font-family: Arial;">
<span style="font-family: Arial;">When pressed, this steps through all
the frames of the current biped animation and adds a spedcial 'locoMan'
node that the engine uses to get data about the characters movement and
look direction. The node itself looks like a circle around the hips of
the character (or on the ground) with an arrow breaking through it. The
following check boxes effect how the node is created:</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial;"><span style="font-weight: bold;">Lock to X/Y </span>- This will lock the node to the X or Y axis.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial;"><span style="font-weight: bold;">Ignore Root Rotation</span> - This will disable Use Head for Direction and Use Root for Direction, and the locoman node will not rotate at all.</span><br style="font-family: Arial;">
<br style="font-family: Arial; font-weight: bold;">
<span style="font-family: Arial;"><span style="font-weight: bold;">Restrict to Ground Plane</span> - This will restrict the locoMan node to a Z height of 0, or stick it to the flat ground plane during the animation.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial;"><span style="font-weight: bold;">Use Head for Direction</span>
- This will use the head of the character to point the locoMan node
(you assume that the character is looking the direction you want him to
be facing (useful for most instances the root would mess up (like
prone))</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial;"><span style="font-weight: bold;">Use Root for Direction </span>- This will use the pelvis orientation to generate a locoMan node direction.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial;"><span style="font-weight: bold;">Freeze and Lock </span>- When checked this will freeze and lock the locator, if you want to refine it's motion by hand, do not leave this checked.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">Remove Unwanted Bones</span><br style="font-family: Arial;">
<span style="font-family: Arial;">When you press this button it will
either remove bones from the Skin modifier of the currently selected
node, or delete them, depending on which checkbox is selected. The
bones removed or deleted are any bones commented out of export ('_'
prefix) and *nub bones.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Rigging Tools</span></h2>
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">General Tools</span></h3>
<span style="font-family: Arial; font-weight: bold;">matchPivot</span><br style="font-family: Arial;">
<span style="font-family: Arial;">Select two objects. When you press this button it will snap the pivot of the second object to that of the first.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">zeroOut Rots</span><br style="font-family: Arial;">
<span style="font-family: Arial;">This is a bread and butter tool for
TDs. When you press this, it inserts a point helper in the hierarchy
between the currently selected node and it's parent effectively zeroing
out the selected node's rotations. The new node created has the current
node's name + 'ZERO', example: Bip01 R Hand Phys would have a helper
inserted called Bip01 R Hand PhysZERO. This works for any number of
selected objects.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">Clamp Timeline at Current/Last</span><br style="font-family: Arial;">
<span style="font-family: Arial;">This clamps the timeline at the
current key, if you click 'At Last Key' it will clamp the timeline at
the last keyframe of the currently selected object.</span><br style="font-family: Arial;">
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Biped Tools</span></h3>
<span style="font-family: Arial; font-weight: bold;">Figure Mode / Hide Biped [Toggles]</span><span style="font-family: Arial;"><br>
These two checkbuttons are toggles, meaning that when you press 'Figure
Mode' it stays hilighted for the duration that the characte is in
figure mode. 'Hide Biped is one of the most used buttons in the entire
Aniamtion toolset; it just hides the entire skeleton.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">Bip Motion Menu</span><span style="font-family: Arial;"><br>
This takes you to the motion menu tab for the current biped loaded in the tools.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">Select Biped Bones</span><br style="font-family: Arial;">
<span style="font-family: Arial;">Selects the original biped skeleton,
and ignores any extra helper bones that have been added. Useful when
you want to load up a pose or do some motion panel operation to all the
original biped bones. (motion panel biped options will not load if a
single non-original biped bone is in the current selection)</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">Toggle In Place Mode [Toggle]</span><br style="font-family: Arial;">
<span style="font-family: Arial;">Clikcing the 'In place Mode' toggle
will turn on In Place Mode, which constrains the motion on X and Y,
however, pressing 'X or Y will constrain the motion to only the
selected axis.<br>
</span><br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">Convert Biped to Bones</span><br style="font-family: Arial;">
<span style="font-family: Arial;">This will essentially snapshot out the biped to normal nodes that are no longer Biped related, yet keeping the hierarchy.</span><br>
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Rotate Bind Pose</span></h3>
<span style="font-family: Arial;">This will rotate <span style="font-weight: bold;">Skinned</span>
characters an arbitrary rotation, updating the initial skeletal
positions. It does this by saving the weights, removing skin, rotating
the character and the skel, reset xforming the char, then reapplying
skin and the weights.</span><br style="font-family: Arial;">
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Bone Tools</span></h3>
<span style="font-family: Arial; font-weight: bold;">Adjust Bones</span><span style="font-family: Arial;"><br>
</span><span style="font-family: Arial;">This allows you to change the Taper, Width, and Height of any selected bones; great for bone chains, ropes, and tentacles!</span><br style="font-family: Arial;">
<br>
<span style="font-family: Arial; font-weight: bold;">Convert hierarchy to Bones</span><span style="font-family: Arial;"><br>
</span><span style="font-family: Arial;">This will convert a node hierarchy to max bones matching their orientations, positions and hierarchy. '<span style="font-weight: bold;">fromSelected</span>' will generate a hierarchy from the selected node down through all it's children. '<span style="font-weight: bold;">fromRoot</span>' will find the root of the selected node and then convert all it's children to max bones.</span><br style="font-family: Arial;">
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Vertex Tools</span></h3>
<span style="font-family: Arial;">This is very much a work in progress.
The exporter cannot currently export arbitrary channels of vertex
colors, but when we can, you can use this to create multiple vertex
color channels per object. ChannelInfo brings up the channel info
spreadsheet so that you can see all the vertex channels. vertexColors
is a toggle that enables/disables vertex color shaded mode. Add
cryChannel to Selected will add a channel named 'cry' to the selected
object, you can store various data here for export.</span><br style="font-family: Arial;">
<br>
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Physics Setup</span></h2>
<span style="font-family: Arial; font-weight: bold;">Create Phys Skeleton</span><br style="font-family: Arial;">
<span style="font-family: Arial;">This will create a Phys skeleton from a currently selected skeleton. Just select one node in the skeleton, and press the button.<br>
<br>
</span><span style="font-family: Arial; font-weight: bold;">Create Parent Frame</span><br style="font-family: Arial;">
<span style="font-family: Arial;">This will generate a ParentFrame for
the currently selected node, set it above the node in the hierarchy,
name it appropriately, and hide it.<br>
<br style="font-family: Arial;">
</span>
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Diagnostic Tools</span></h2>
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">General Diagnostics</span></h3>
<span style="font-family: Arial; font-weight: bold;">selectRoot/selectChildren</span><br style="font-family: Arial;">
<span style="font-family: Arial;">With an object selected selectRoot
will traverse the hierarchy and select the root of the object's
hierarchy, whereas selectChildren will select all children of the
current object.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">numChildren [print]</span><br style="font-family: Arial;">
<span style="font-family: Arial;">When pressed, this will echo out the
number of children of a currently selected node. When 'print' is
checked, it will export the names of all children nodes in an
excel-friendly format. This is very useful for comparing and
troubleshooting two character hierarchies.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">Compare Two Hierarchies</span><br style="font-family: Arial;">
<span style="font-family: Arial;">Select a root object, then press
'Hierarchy1, then select another root who's hierarchy you would like to
compare and press 'Hierarchy2', any differences in the hierarchies will
be printed to the Listener. The hierarchies are stored as global vars,
so you can click one hierarchy and even load another max file or
character to compare. 'Check Consistency' will check the hierarchy
structure and report any inconsistencies.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Physique Diagnostics <small>(removed, exist but commented)</small></span></h3>
<span style="font-family: Arial;"><span style="font-weight: bold; color: rgb(255, 0, 0);">TechNote:</span> This requires the Iphysique (IPhysique.gup) maxscript exposure from the Autodesk Sparks website</span><span style="font-family: Arial; font-weight: bold;"><br>
<br>
Select Verts that use X bones</span><br style="font-family: Arial;">
<span style="font-family: Arial;">This will select vertices in the selected node that use the input number of bones.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">Get Bone Count</span><br style="font-family: Arial;">
<span style="font-family: Arial;">This returns the number of bones that
are effecting the selected object's mesh. Not to be confused with the
number of bones a character has. With Character Studio, you need to
have a lot of terminator bones that are often not exported, and have no
weights. This returns all bones weighted to the mesh.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">Initial Pose</span><br style="font-family: Arial;">
<span style="font-family: Arial;">This shows the initial pose stored by
Physique at the time the physique modifier is applied. Very useful when
troubleshooting exporter issues.</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial; font-weight: bold;">Select Verts with 0.0 weight</span><br style="font-family: Arial;">
<span style="font-family: Arial;">Selects vertices where the sum of their weights is 0.0</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Animation Diganostics <small>(removed, exist but commented)</small></span></h3>
<span style="font-family: Arial;">Sometimes you will need to output
character position data or translation data. For instance, AI may want
to know how far a character moves out from behind cover in an
animation, or how high the root is when he is in prone or behind cover.
When you press ?Get Weapon\Root Info? the POS and TRANS boxes will
refresh with data. The POS values are the world Z position (how high)
in cm of the main weapon bone weapon_bone and the root. The TRANS data
is the world translation of the weapon_bone and root during the
animation. You can log this data to a file or to the listener, the
logged info is a bit more detailed. (alt weapon bones or arbitrary
objects) Here is an example of the logged data:</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial;">combat_peekIdle_rifle_rightReverse_01</span><br style="font-family: Arial;">
<span style="font-family: Arial;">POSITION</span><br style="font-family: Arial;">
<span style="font-family: Arial;">Frame: 0f (hiding)</span><br style="font-family: Arial;">
<span style="font-family: Arial;">root 88.846977</span><br style="font-family: Arial;">
<span style="font-family: Arial;">weapon_bone 101.276</span><br style="font-family: Arial;">
<span style="font-family: Arial;">alt_weapon_bone01 101.601</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<span style="font-family: Arial;">Frame: 13f (firing)</span><br style="font-family: Arial;">
<span style="font-family: Arial;">root 88.846977</span><br style="font-family: Arial;">
<span style="font-family: Arial;">weapon_bone 105.406</span><br style="font-family: Arial;">
<span style="font-family: Arial;">alt_weapon_bone01 110.632</span><br style="font-family: Arial;">
<br style="font-family: Arial;">
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Attachment\Game Diagnostics <small>(deprecated, you should now use Character Editor for creating attachments)</small></span></h3>
<span style="font-family: Arial;">allows us to align Bone Attachments
in Max and export them to Character Editor (which can be extremely
useful for eyes, and constantly changing aliens). Select an object to
be added to the CDF, enter a name for it (this will be the name of the
bone attachment in Character Editor). Press <span style="font-weight: bold;">'Generate CDF Attachment Data'</span> and it will open a dialogue asking <span style="font-weight: bold;">"Is this the bone the CDF is attached to?"</span>. If it is the bone the you want associated in the CDF, click<span style="font-weight: bold;"> 'Yes'</span>, if not, click <span style="font-weight: bold;">'No, Pick Bone'</span>, then click the correct bone in the Max viewport. Example:</span><br style="font-family: Arial;">
<p style="font-family: Arial;">
<img style="width: 306px; height: 75px;" alt="riggind dialog 1" src="images/rigging_dia01.png">
</p>
<p style="font-family: Arial;">
This will bring you to this next dialogue:
</p>
<p style="font-family: Arial;">
<img style="width: 606px; height: 90px;" alt="rigging dialog 2" src="images/rigging_dia02.png">
</p>
<span style="font-family: Arial;">f this is the name of the exported
CDF file, then click 'Yes', if it is not, click ?No, let me choose.?
And a file dialogue will open. Find the CDF and click ok. The script
will now pop open a window with a generated line of XML that you can
paste into your CDF file. Here is an example:<br>
<br>
<span style="font-family: Courier New,Courier,monospace;">
&lt;Attachment AName="Gun"
Binding="J:\Game02\Game\Objects\Characters\Alien\Hunter\face_gun_geo.cdf"
BoneName="face_connector" Position="-0.000635176,-2386.97,643.324"
Rotation="-1,0,0,1.87841" Type="CA_BONE" /&gt;</span><br>
<br>
<span style="font-weight: bold; color: rgb(255, 0, 0);">
TechNote:</span> The bone associated with the CDF is taken from the parent
bone (as it should be). The name and directory are taken from the
geometry name and the max save path used by the exporter. Also, the
quaternion values CharEdit needs are WXYZ. Also keep in mind that the
CDF XML format may change, check to see what this exports vs the
current CDF standards before checking assets with XML generated from
this tool into a build.<br>
<br>
</span>
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Smart Object Tools</span></h2>
<span style="font-family: Arial;"><span style="font-weight: bold;">Template Generator\Exporter</span><br>
Select the geometry that you will export as the Smart Object CGF, then click <span style="font-weight: bold;">Get Smart Obj Geometry</span>. The button text will now change to reflect the object's name, and <span style="font-weight: bold;">Add Start\Stop Locations</span> will not be enabled. When you click <span style="font-weight: bold;">Add Start\Stop Locations</span>,
two circles will appear, one red and one green, these denote the start
and stop locations. They are named sequentially following the format '<span style="font-weight: bold;">so_start#</span>' and '<span style="font-weight: bold;">so_end#</span>'. If '<span style="font-weight: bold;">Project on Ground</span>' is checked, in the Editor the two start/stop locations will be projected onto the ground.</span><br>
<br>
<span style="font-family: Arial;">
<span style="font-weight: bold;">Exporting Smart Object Data</span><br>
When you click <span style="font-weight: bold;">'Export Smart Object Data'</span>
is pressed, a window will pop up asking you where you would like to
save the XML file. The file will be named with the name of the Smart
Object (printed in the save dialog). If Flip Around Z Axis is checked,
the XML data exported will be rotated 180 degrees on export. This is
done because all out animations are in -Y yet the engine requires
things in +Y<br>
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<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Reactor Tools</span></h2>
<span style="font-family: Arial;"><span style="font-weight: bold;">Add Objs to Rigid Body </span>- Adds all selected objects to a picked rigid body node<br>
<span style="font-weight: bold;">Add Objs to Fracture </span>- Adds all selected objects to a picked fracture node<br>
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<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Bake to Bones</span></h2>
<span style="font-family: Arial;"><span style="font-weight: bold;">Bake Deformation to Bones</span><br>
If you select verts in a deforming mesh, this will step through the
timeline and add small bones to every vert and animate them throughout
the timeline.<br>
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</span><span style="font-family: Arial;"><span style="font-weight: bold;">Blend All Bones</span><br>
This will step through all bones in the <span style="font-weight: bold;">Skin</span> modifier and do the '<span style="font-weight: bold;">blend</span>' function. This is used for smothing out baked deformation, such as a flag or cloth.</span><br>
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