Assets (AtomsUnreal)

Atoms Realtime comes with a default agent type, named "man", plus a number of animation clips for the same character. 

You can either:

  1. Use Atoms files exported by Atoms VFX applications (i.e. Maya, Houdini, etc). Animation clips are usually exported as fbx and atomsclip files containing custom data on the skeleton joints. Agent Types are defined by atomsskel and geos files which also contain some custom data.
  2. Use directly Unreal assets. In this case some set up work will be required within Unreal (tagging of pelvis joints, feet etc.)

When Atoms files are imported into Unreal they get converted into Unreal assets and all the relevant Atoms information is added automatically:

  • "atomsskel" files get converted into Unreal Skeleton Assets
  • "fbx" and "atomsclip" files get converted into  Unreal Animation Sequence Assets
  • "geos" files get converted into Unreal Skeletal Mesh Assets. Material and Texture will be also be created and assigned directly to the Skeletal Mesh Asset.
  • scene ".json" files will generate all the agent type, animation sequence, state machine, materials, textures and geo assets. (Scene json files are setups that can be exported by Atoms Crowd supported applications)
  • variation ".json" files will generate all the Skeletal Mesh, Material and Texture Assets defined within the json itself.



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