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Import Custom Character Meshes

This section shows the workflow to create and import a character mesh that is compatible with RoadRunner Scenario. To create a compatible custom character mesh, follow these workflow steps.

Step

Description

Create Character Mesh

In a 3D creation environment, set up the character mesh bone hierarchy and specify part names.

Set Up Bone Hierarchy

Create a compatible bone hierarchy and rig to the character mesh.

Create Idle, Walk, and Run Animations (Optional)

Create idle, walk, and run animations of your character.

Import Character into RoadRunner Scenario

Import the character mesh, rig, and optional animations into RoadRunner Scenario.

Create Character Mesh

Create a character mesh in the 3D creation software. To ensure that the character mesh can be imported into RoadRunner Scenario, the character mesh must:

  • Be in a T-pose, by default.

  • Include a diffuse, normal, and specular texture map.

  • Use proper edge flow with no broken edge seams.

This figure shows a sample of the default character mesh in 3D creation software.

Blender body material

Set Up Bone Hierarchy

Using the character mesh developed in the previous section, create a character rig. To be usable in RoadRunner Scenario, the bones in the character rig must follow the hierarchies in the tables shown. The Hips_Male bone must be the root element of the hierarchy.

Supported values of side are L for left and R for right. For example, Hips_Male has children Spine_Male, R_UpperLeg_Male, and L_UpperLeg_Male.

Supported values of finger are Thumb, Index, Middle, Ring, and Pinky. For example, R_Hand_Male has five children: R_Thumb1_Male, R_Index1_Male, R_Middle1_Male, R_Ring1_Male, and R_Pinky1_Male. Similarly, R_Thumb1_Male has child R_Thumb2_Male.

Body Hierarchy

NameParentChildren

Hips_Male

None

Spine_Male

side_UpperLeg_Male

Spine_Male

Hips_MaleSpine1_Male

Spine1_Male

Spine_MaleSpine2_Male

Spine2_Male

Spine1_Male

Neck_Male

side_Shoulder_Male

Neck_Male

Spine2_MaleNeck_Male

Head_Male

Head_MaleNone

Leg Hierarchy

NameParentChildren

side_UpperLeg_Male

Hips_Maleside_LowerLeg_Male

side_LowerLeg_Male

side_UpperLeg_Maleside_Foot_Male

side_Foot_Male

side_LowerLeg_Maleside_ToeBase_Male

side_ToeBase_Male

side_Foot_MaleNone

Arm Hierarchy

NameParentChildren

side_Shoulder_Male

Spine2_Maleside_Arm_Male

side_Arm_Male

side_Shoulder_Maleside_Forearm_Male

side_Forearm_Male

side_Arm_Male

side_Hand_Male

side_Hand_Male

side_Forearm_Male

side_finger1_Male

side_finger1_Male

side_Hand_Male

side_finger2_Male

side_finger2_Male

side_finger1_Maleside_finger3_Male

side_finger3_Male

side_finger2_Maleside_finger4_Male

side_finger4_Male

side_finger3_MaleNone

This image shows a sample of the rig for the Male_Citizen character compatible with RoadRunner Scenario.

Blender bone hierarchy body selection

Create Idle, Walk, and Run Animations

Using the character rig, you can generate animations in 3D creation software. A typical strategy for creating an animation from a character rig is:

  1. Create controllers for the rig for easier manipulation of the limbs without going through each joint.

  2. With the controllers, generate keyframes for the rig.

  3. Using the keyframes, create the idle, walk, and run animations.

Note

The animations can be made in different tools than the mesh and rig, but the rig hierarchy must be the same to support import into RoadRunner Scenario.

Optionally, if you do not want to create animations, then you can use existing animations of the Male_Citizen character asset because your mesh will share the same skeletal rig hierarchy. For more information on rigging and animation in Blender®, see https://docs.blender.org/manual/en/latest/animation/introduction.html.

Import Character into RoadRunner Scenario

To import the new character model into RoadRunner Scenario, follow these steps.

  1. In RoadRunner Scenario, open the Asset Browser, open the Assets > Characters folder. Create a new folder with the name of your new character.

  2. In 3D creation software, export these objects to your new character folder:

    • Character mesh and rig as an FBX file.

    • Idle animation as an FBX file.

    • Walking animation as an FBX file.

    • Running animation as an FBX file.

  3. In the Assets > Characters folder, create a new character by right-clicking in the Asset Browser and selecting New > Character. Give the new character the same name as the new character folder created earlier.

  4. Assign the character mesh and rig FBX file to the Skin and Skeleton attributes.

  5. Assign the idle, walking, and run FBX files to the Idle Animation, Walk Animation, and Run Animation properties, respectively.

  6. Click Apply Changes button. Your character display in the Asset Browser updates to mesh provided.

Now you can use your new character asset in any RoadRunner Scenario simulation.

See Also

External Websites