Export Actor Bones just like original actor
#1
Is there any way we could export actor bones to reflect the same hierarchy and transform as the actor from which it came?

I have characters that I'm sending into TyFlow via the the actor method and I'd like to export the bones in a way that I can grab their animation via maxscript and place it right back on the original rig. I'd need to have the exported bones linked in an identical hierarchy and also have the names of exported bones reflect their original. Now the bones are all detached with world position animation. 

Using TyFlow to take a character rig and enjoy physx just too power.

Thanks
Andy
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#2
I'm not sure that will ever be possible, no. Just a ton of things that can go wrong in the process of trying to convert a particle soup into a sensible rig...and ever more that can/will go wrong when trying to paste that animation onto an existing rig.
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#3
Understood, but is there a way we could at least export the bone particle objects with a name that refers to the actor bone from which it came.
example : Actor bone name "Right_Shin" exported as ( "Ty_Indexnumber_" + "Right_Shin" )
Then I can at least script my own animation grabbing tool. Finding the association between the Actor bone and exported bones would only be possible if they are in the exact same position at some point in time. I'm only doing this for one instance of the actor, its a squid like creature with 250 bones.
Andy
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#4
Currently there are no string associations with particular particles anywhere in tyFlow....perhaps some day it will be possible but it would require some reworking. I've thought about adding that kind of thing for other possibilities...ex: being able to set strings as particle shapes (emitting text, basically). Who knows, we'll see...but it's not really on my development roster at the moment.
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#5
(02-17-2021, 04:47 AM)tyFlow Wrote: Currently there are no string associations with particular particles anywhere in tyFlow....perhaps some day it will be possible but it would require some reworking. I've thought about adding that kind of thing for other possibilities...ex: being able to set strings as particle shapes (emitting text, basically). Who knows, we'll see...but it's not really on my development roster at the moment.

Thanks, I don't have a full picture of what my requests would require. I know this 'simple' idea gets really complicated when particles go off into other events and spawn and delete and whatnot.

This specific need is for the export of a complex character for a Unity VR project. We'd like to have a hierarchic bone structure but still use TyFlow for a bunch of the animation.
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