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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