Poly Resolutions:
V = vertex, Q = quads, T = triangles
|
|
Skeleton:
M = Follow Maya naming convention for Full Body IK
Bip = Follow Biped structure of MAX ( works with our Max Script –evolverBipedBinder- )
C = Custom Skeleton
NL = Neck Links , SL = Spine Links , LL= Leg Links, AL = Arms Links, F = Fingers, FL = Fingers Link, T =Toes, TL = Toes Link, EC = Extra bones to Chest , EB = Extra bones to belly, EF = Extra bones to footstep
|
|