Details of the Real-Time Exporter dialog interface.
FBX Format
When the export file format is set to FBX, the dialog presents these options:
- Export Set
- Select the model(s) to export. Options include:
- Object Sets for Export list
- List of available object sets in the scene.
Output group
- Filename
- Name of the FBX file.
- Path
- Location where FBX file will be saved.
- Browser Directory button
- Opens Select Folder dialog to navigate to where you want to save the FBX file.
- Embed Media
- Includes all media associated with the scene in the FBX file. A copy of the media in FBM file format is created in the same location as the FBX file and shares the same filename. Since the media is contained within the FBX file itself, this has an impact on file size. Therefore, it is good practice to only use this option when you transport an FBX file to a location where the original media source is not longer accessible. If you disable Embed Media, the Real-Time Exporter stores the relative and absolute paths of the associated media files at time of export. This causes problems if the path is no longer accessible. However, if you move or delete any media from that location and later use the FBX file, you will get an error message stating you are missing files. This message also appears if you give the FBX file to someone who does not have the same media in the same directory on the same drive.
- An example of embedded media is a texture image.
Tip: It is good practice to embed media when you are going to give the FBX file to another person, or when using the FBX to store assets.
Note: You can embed media with ASCII-formatted files as long as the are exported to FBX 2011 or later. Previous versions to not support embedded media in ASCII files.
- View file in FBX Review after export
- Launch FBX Review with exported file.
- Export button
- Creates and exports an FBX file according to the exportation settings.
Geometry group
- Smoothing Groups
- Includes all smoothing group information.
- TurboSmooth
- Includes the source mesh (non-tessellated version) and the turbosmooth attributes for objects with an active TurboSmooth modifier. If this option is disabled, the tessellated version of the mesh exports.
- Split-Vertex Normals
- Splits geometry vertex Normals based on edge continuity.
Note: This option only applies to workflows using MotionBuilder 2010 or earlier to ensure visual fidelity of surface continuity. It lets you transfer hard edge information for MotionBuilder. This transfer is required because of a limitation found in MotionBuilder 2010 and earlier. Do not use this option if you do not require hard edges in MotionBuilder, since this operation duplicates vertex information and converts geometry.
- Triangulate
- Automatically tessellates polygon geometry.
Note: This option affect polygon meshes, not NURBS and patches.
- Tangents & Binormals
- Creates tangent and binormal data from UV and normal mesh information. Provides a tangent space representation of meshes useful for advanced rendering.
Note: The geometry must have UV information and meshes must have only triangle polygons.
- Skinning
- Includes all skin deformations.
- Morphs
- Includes all geometry morphs.
Miscellaneous group
- Cameras
- Includes all cameras, camera settings and some render settings. Activating the Cameras option can change rendering results depending on the source application used in comparison. Cameras are converted into FBX cameras.
- Lights
- Converts all lights to FBX light types. Supported lights include Standard Point, Spot and Directional light types.
- Up Axis
- Applies axis conversions to root elements. Default option is Y-Up axis. Use Z-Up axis if the destination application does not support the Y-Up world axis and cannot convert the Y-Up axis.
Note: If you have an animation on a root object that must be converted on export, the animation curves are resampled to apply the proper axis conversion. To avoid resampling the animation curves, add a root node (dummy object) as a parent of the animated object prior to export.
- Advanced Settings link
- Opens the FBX Export plug-in.
Animation group
- Animation
- Includes animations.
- Use Animation Clips
- Enables animation clips.
- Clip Name
- Name of the animation clip.
- Start
- First frame. Default is the start of the animation clip in the scene; enter a new value to change to a different frame.
- End
- Last frame. Default is the end of the animation clip in the scene; enter a new value to change to a different frame.
- Export all Clips checkbox
- Toggles selecting all clips for export.
- Add New Clip button
- Add a clip to the Real-Time Exporter.
- Delete Clip button
- Removes the clip from the Real-Time Exporter.
- Set Playback Range to Clip
- Updates the clip playback to match the Start and End frames after they have been changed.
- Play
- Plays the clip.
- Toggle Export of this Clip checkbox
- Selects the clip for export.
- Bake Animation
- Bakes all constraints and animation into animation curve.
- Save Clips to Single/Multiple Files
- Sets whether all animation clips selected for export are exported into a single file or one file per animation clip.
GL Transmission Format
When the File Format is set to GL Transmission Format, the dialog presents the following options:
- Export Set
- Select the model(s) to export. Options include:
- Object Sets for Export list
- List of available object sets in the scene.
Output group
- Filename
- Name of the .gltf/.glb file.
- Path
- Location where the file will be saved.
- Browser Directory button
- Opens Select Folder dialog to navigate to where you want to save the the file.
- Export glTF Binary (.glb)
- I
Shell Materials group
- Export
- Selects how materials are exported, either as Baked Materials or Original Materials.