50 1. Introduction
Digital Content Creation (DCC) ToolsGame WorldGame ObjectMeshSkeletal Hierarchy Exporter Skel.
HierarchyAnimation Exporter Animation
CurvesTextureTGA DXT Compression TextureDXTWorld EditorDefinition ToolGame ObjectMaterial Game Obj. TemplateAnimation SetAnimation Tree EditorAnimation TreeGame Object
Game ObjectConditioning Asset
PipelineGAMEsoundWAVAudio Manager ToolSound BankMesh ExporterPhotoshopPhotoshopSound Forge or Audio ToolSound Forge or Audio ToolGame ObjectMaya, 3DSMAX, etc.Maya, 3DSMAX, etc.Custom Material Plug-InHoudini/Other Particle ToolHoudini/Other Particle ToolParticle Exporter Particle SystemFigure 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