50 1. Introduction
Digital Content Creation (DCC) Tools
Game World
Game Object
Mesh
Skeletal Hierarchy Exporter Skel.
Hierarchy
Animation Exporter Animation
Curves
TextureTGA DXT Compression TextureDXT
World Editor
Definition ToolGame Object
Material Game Obj. Template
Animation Set
Animation Tree Editor
Animation Tree
Game Object
Game Object
Conditioning Asset
Pipeline
GAME
soundWAV
Audio Manager Tool
Sound Bank
Mesh Exporter
PhotoshopPhotoshop
Sound Forge or Audio ToolSound Forge or Audio Tool
Game Object
Maya, 3DSMAX, etc.Maya, 3DSMAX, etc.
Custom Material Plug-In
Houdini/Other Particle ToolHoudini/Other Particle Tool
Particle Exporter Particle System
Figure 1.31. Tools and the asset pipeline.
1.7.2. Asset Conditioning Pipeline
The data formats used by digital content creation (DCC) applications are rare-
ly suitable for direct use in-game. There are two primary reasons for this.
- The DCC app’s in-memory model of the data is usually much more
complex than what the game engine requires. For example, Maya stores
a directed acyclic graph (DAG) of scene nodes, with a complex web
of interconnections. It stores a history of all the edits that have been
performed on the fi le. It represents the position, orientation, and scale
of every object in the scene as a full hierarchy of 3D transformations,
decomposed into translation, rotation, scale, and shear components. A