DesseilleRemy Posted July 30, 2018 Share Posted July 30, 2018 Hi! i'm currently trying to set up a crowd simulation, each agents is compose of a body and a helmet (combine in one FBX) and i just can't figure it out how to assign differents materials to each part. my first guess was to use the stylesheet tab but it seems that my agent have no primitive group. i just don't know how to create thoses groups or if there is another solution. can we add the helmet after the baking with the "agent layer" node? Thank in advance Quote Link to comment Share on other sites More sharing options...
kiryha Posted July 30, 2018 Share Posted July 30, 2018 (edited) If you are using FBX you should be able to setup materials with stylesheets by geometry shape names (from FBX) if they are separate objects. You need to create such a hierarchy: target (primitive)/condition (Object Path, *), sub-target (Agent Shape)/sub-condition (geometry shape names, for me it works only if the name starts with *), Override (Set Material, <material name>) crowds_materialStylesheets_001.hipnc cheeringStayA_01.fbx Edited July 30, 2018 by kiryha Quote Link to comment Share on other sites More sharing options...
DesseilleRemy Posted July 30, 2018 Author Share Posted July 30, 2018 it was exactly what I needed! I was lost with all these conditions and sub-targets stuff ... you made it clearer, thank you very much! ( and the * before the path name, good to know) . everything work fine, thank again! Quote Link to comment Share on other sites More sharing options...
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