Game Development Reference
In-Depth Information
2.
Ensure that just the
geometry
,
skeleton
, and
exportgroup
checkboxes are
ticked in the group labeled
Enable export of
.
3.
You can now click on the
Export!
button to write out the GEO, MTL, and
GROUP files for the model. Two new file types will also be exported, the
SKEL and SKIN files, which as you can probably guess represent the skeleton
and skin information for the model.
The files exported in these steps are necessary in order to animate the model, but
they don't actually contain any animation data as such. Here's how we get hold of
the data that will describe how the model is actually animated:
1.
Go back to the exporter plugin window and click on the button to the right
of the
Export Type
combobox. A pop-up menu should appear from which
you should select the
anim
option.
2.
The checkboxes in the
Enable export of
section should change so that only
the
animation
checkbox is ticked.
3.
In the
Export Flags
section, the
multianim
checkbox can be selected if you
have several animations in the scene to export. Note that each animation
should be for the same 3D model.
4.
The
Anim Range Type
option can take one of three possible values. The
default is
Visible Range
, which will export only the range of frames that
are currently visible on the animation track bar in the modeling package.
The next option is
Individual Anim Range
, which will only export
animation data between the first and last key frame of each animation.
The final option,
Full Range
, is only available in Maya. It will export the
entire animation regardless of whether a range of frames has been set on
the animation track bar or not.
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