Select the Character Node in
main workspace, and remove its Geometry File in the Asset Properties panel by clicking on
the button. It may be a good idea to
write down the current Bounding Box values, as they will be needed
afterwards.
Click on the Export geometry file button, and save the new .fbx
to the /crowd/fbx directory.
Change the Bounding Box Width and Height of the created Geometry
File (you can check the bounding box size in the viewport). They
should be similar to the previous ones, or bigger if the modified
props are outside the previous bounding box
Save the Character File (.gcha)
Note that if a Simulation Cache has
already been exported, it is not needed to re-export it to take the
modified prop into account. As soon as the Character File has been
saved, the rendering will be correctly affected.
Disabling An Existing Prop
The simplest way to disable a prop is to set its weight to 0 n the
Rendering Types view of the Geometry Tab in
the Character Maker and save the Character File (.gcha)
Example of a prop removed from a Rendering Type (the long t-shirt)
Note that if a Simulation Cache has
already been exported, it is not needed to re-export it to take the
modified prop into account. As soon as the Character File has been
saved, the rendering will be correctly affected.
Adding A New Prop
Open the appropriate character source file (e.g.
/crowd/shaders/CMO-man_golaemAR.ma for Arnold)
Create the new prop, and skin it to the existing skeleton. To find it
more easily later, maybe it is better to put it into an existing Maya
group, or to create a new one
Assign a shader to the newly created props (either an existing or a
new one)
Open the Character Maker, and
load the appropriate crowdMan.gcha Character File
Select the Asset Group node to which you want to add the new prop
(either an existing Asset Group or a newly created Asset Group)
Select the added prop mesh in Maya and click on the Import Geometry
button in the Geometry Tab
A new Mesh Asset node is added to the selected Asset Group node. The
shaders of the mesh are also imported as Shading Group nodes, Shader
Asset nodes and Shader Attribute nodes (if found)
New Mesh Asset node in the main workspace and in the Asset Outliner
If needed, add incompatible meshes or groups as Excluded Assets
Delete the existing Geometry File and recreate it (see Modifying an Existing Prop above)
In the Rendering Types view, set a weight for the new prop
Save the Character File (.gcha)
Note that if a Simulation Cache has
already been exported, it is not needed to re-export it to take the
modified prop into account. As soon as the Character File has been
saved, the rendering will be correctly affected. However if some new
shaders have been assigned to props, they should be imported in the
crowd scene used for rendering.