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  • New viewport preview inside the AtomsUI to check agent type skeleton/mesh, clips and statemachine states
  • Added metadata override to the procedural, this is the syntax that you can use (it creates the metadata if doesn't exists): agentId@metadataname#value
        10@myIntMetada#10
        10-25@myDoubleMetada#12.5
        10-25@myVector3Metada#1.0;2.0;3.0
        10-25@myStringMetada#test
  • Added curvefield and followcurve distance influence on their debug draw
  • Added a footlock preview on the skeleton for the selected agents when the statemachine debug attribute is on. Red joints means the foot lock is active, Yellow means the foto position is interpolated between the foot lock position and the normal clip position
  •  use the env ATOMS_PYTHON_BINDING = "Atoms" to  force the use of the atoms python binding instead the procedural one in batch mode
  • Added 'random loop' option inside the statemachine state. This attribute is active by default. If this is off one agent when enter in a new state that as all anim clip in random mode, it pick randomly one of them and continue to use this clip. If this is on then when a clip reach the end loop it random picks up another animation clip.Added Bvh height field: The bvh is another ray cast acceleration structure to store an height field. It's a lot faster to build compare to the default kdtree but is can be slower than the kdtree to raycast. I suggest to use it with animated height field or with big mesh. You can choose the new bvh mode from the "Add height field" dialog. This is still experimental so if you have any problem just open the height field manager and change the grid mode of your mesh to kdtreestate machine state
  • Fbx exporter now use elimbnode to make it compatible with motionbluilder
  • Added fbx skeleton loader: now you can also use normal fbx file as a skeleton file inside the agent type

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