Character Mode

The Character Mode lets you convert a Maya Character skeleton and geometry in a Character File (.gcha). Once created, it can be loaded in an Entity Type. In this mode, the side panel is divided in two sub-tabs:



Character File Workflow Overview

Even if a Character File is made of both skeleton and geometry representations, the geometry representation can be done later in the production (or never if the purpose of the Character File is to assist Motion Conversion (see below)). Geometry representation is only required when exporting the simulation or using the Render Previz display mode in the Entity Type node.

It is important to notice that, even if the Character shader names are stored in the Character File, they are not saved neither in the Character File (.gcha) nor in the Character Geometry File (.fbx). At render time, Shaders must be imported in the scene (from a lookDev Maya scene for example) and applied on a not-hidden geometry (so they will be converted by Maya into the Rendering Engine language at render time). For more information, please check the Rendering Workflow Overview

Side panel in Character mode: Skeleton Tab (left) and Geometry Tab (right)

The information shown in the side panel is relative to the active tab of the Main Workspace. To start using the side panel in this view, you have to either load a Character File (see below) or load a Maya Skeleton from a Maya joint hierarchy in the Skeleton Sub-Tab.

Skeleton Tab

See here.

Geometry Tab

See here.