Game Development Reference
In-Depth Information
With the project set, we can now follow these steps to export the model:
1. First locate the Export Type field. Next to this field is a button with a
greater-than symbol. Click this button and choose model from the pop-up
menu that appears. The Export Type field should change to scene (model) .
2. Now look at the first set of checkboxes labeled Enable export of . We only
need the geometry and exportgroup options to be ticked to export the
correct set of files.
3. The next set of checkboxes is labeled Export Flags . We don't need to have
any of these settings checked.
4. Now we reach the Asset Name field. This specifies the base filename that
will be used when the exporter generates the various output files.
5. The Save To Location field allows a directory path relative to the Project
Data Directory field to be provided. All files generated will be created
within this directory, which will itself be created if it does not already exist.
6. Scale Factor allows us to provide a numeric scaling factor that will be
applied to the x, y, and z components of every exported vertex. This allows
artists to create their models using familiar units such as meters in the
modeling package, but then convert those units into a different scale for
use in the game, such as the ever popular "number that is a power of 2" so
beloved of us programmer types. Note, however, that it is vital to ensure
that all artists working on a project use the same units and scale factors as
each other, otherwise you'll have real problems trying to get all these models
to work together properly in the game!
7. Next we can choose to export either everything in the current scene, just
the selected objects, or just the visible objects using the drop-down list
labeled Export .
8. The Transform Type drop-down box lets us choose whether the exported
vertices should be in model space or world space. In most cases, when
exporting individual models we would choose the local option (another
way of saying model space!).
9. The final setting we may be interested in is the Texture Dir field. This allows
a directory to be specified, from which any textures to be used on the model
will be exported. It can be either an absolute path or relative to the Project
Data Directory .
10. That completes all the fields we currently need to be concerned with. All that
is left to do is click on the Export! button, which will generate the necessary
files and then display a window listing all the files that were created during
the export process.
 
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