FBX
The FBX tab allows to bake out Simulation Cache Files edited with the Simulation Layout Tool and linked in a Crowd Render Proxy node as geometry FBX files. The
FBX can store only baked geometry or animated skeletons and their
relative skinned geometry.
Caution:
Notice that, due to FBX performances, the amount of geometry
exported and depending on the Output Mode (especially when exporting
animation), the export can take a long time and generate huge files
which will not be easily reopened by other DCC application. Exporting
in FBX files is usually not recommended if you're dealing with more
than 300-400 characters.
FBX Tab

Enable |
Enable / disable the FBX bake. All Crowd Entities stored in the
Simulation Cache in the selected Crowd Render Proxies will be exported
to FBX files. |
Export ASCII Files |
Export as ASCII (default is binary for speed and size). This option
sometimes solves compatibility issues. |
Use Namespaces |
If checked, each fbx node will be namespace-prefixed with the unique
name of its Character |
Output Directory |
Directory to which to export the FBX files. It is possible to
specify one directory per Crowd Render Proxy by manually setting each
directory (separated by ";"). |
Output Mode |
Defines how the Crowd Entities will be baked to FBX files. There
are 5 possible output modes:
- Export Geometry In One File (With Point Cache): exports the geometry
of each character, for all frames. This produces a single FBX file, with
a point cache per mesh to handle animations. The joints are not exported
in this mode.
- Export Geometry In One File Per Frame : exports the geometry of each
character, frame by frame. The result is a file per frame containing the
geometry of all the characters. The joints are not exported in this
mode.
- Export Geometry In One File Per Entity (With Point Cache): exports
the geometry of each character, for all frames. This produces one
FBX file per entity, with a point cache per mesh to handle animations.
The joints are not exported in this mode.
- Export Animations And Geometry In One File: exports the joints and
the meshes of all characters. The joints are animated using animation
curves, with keys at each exported frame. All the characters are saved
in the same file. Warning: this mode can be memory consuming if there
are lot of characters to export and/or if the characters are very
detailed (high polygon count).
- Export Animations And Geometry In One File Per Entity: exports the
joints and the meshes of each character. The joints are animated using
animation curves, with keys at each exported frame. Each character is
saved in a separate file. This is the most memory efficient mode to
export crowds with animations
- Export Animations In One File: exports the joints of all characters
(no mesh). The joints are animated using animation curves, with keys at
each exported frame. All the characters are saved in the same file.
Warning: this mode can be memory consuming if there are lot of
characters to export.
- Export Animations In One File Per Entity: exports the joints of each
character (no mesh). The joints are animated using animation curves,
with keys at each exported frame. Each character is saved in a separate
file. This is the most memory efficient mode to export crowds with
animations
|
Geometry Tag |
Type of Character Geometry Files to use when the simulation is baked. |