Deformation Guidelines
Harmony can export deformation networks to the game engine XML format. Only hierarchies made of bones and articulations can be successfully exported. Although deformation comes equipped with a wide range of features, many were restrained to ensure that performance is on par with gaming industry standards. The following features are not compatible with the game engine SDK:
|
•
|
Curve joints in the bone hierarchy |
|
•
|
Only a single pose is allowed per deformation hierarchy |
The deformation in the game engine SDK does not behave exactly as the deformation in Harmony.
To comply with most game engines and maintain fast calculations, the SDK implements a linear base skinning algorithm to linearly blend the bones at articulations. You may notice some differences depending on the curvature of the articulations used.
* This feature is not currently available in the Cocos2dx implementation of the game engine SDK.
How to set this up for Deform
|
1.
|
In the Deformation tab of the Preferences dialog box, deselect the Automatically Create New Deformer Structure for Each Pose/Drawing option. |
|
2.
|
Select the drawing layer on which you want to add the Deform rig. |
|
3.
|
In the Deformation toolbar, select the Rigging tool. |
|
4.
|
In the Tool Properties, switch to the Bone mode. This will force you to create a bone structure that always works as long as the zone of influence is not changed. |
|
5.
|
In the Deformation toolbar, click the Setup Mode button, then click on the drawing where you want to create the joints for your rig. |
|
6.
|
In the Tools toolbar, click the Transform tool and adjust the size of the articulations. |
|
7.
|
When the rig is set up to your satisfaction, select the Deform Group in the Timeline view. |
|
8.
|
In the Deformation toolbar, click the Copy Resting Position to Current button. |
|
9.
|
Disable the Setup Mode , test the structure and animate. |