


cgf into your live environment, so you can adjust textures and animations if necessary. Now the facial animations should play properly.

You'll see this when you check under Scene Parameters → Blend Shapes: Skin weights not converted To change the skinning method for the skin weights, check which skin attachments need to be changed (in our example above, this would be skin0 and skin3) and change Skinning Method to CPU (slow) (8 weights, morphs, normals). That's because the skin weights haven't been converted to a different skinning method yet. If you check the animations ( Asset panel → Animations (objects/character/), you'll see that the facial animations aren't quite right.The character will probably be in a T-pose, and you'll see that all the skin attachments are already attached to your character: Skin attachments attached In the Assets panel, go to Characters → objects → character (or the folder you saved your character in) and double-click on your character's.Open the Character Tool by going to Tools → Animation → Character Tool.To make sure the character is set up correctly, you'll have to tweak some settings. cgf file, several skin files and the animations:Ĭharacter asset files Setting Your Character Up Correctly cdf file (which is the main tool for the character), a material file, a skeleton, a. You will see that this has created several assets a. You don't need to open a level first to do this.
