Saves all objects or the selected objects to a new scene file.
General Options
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Specifies the file type to use for the scene export. The selected file type determines which export options appear in the
Export Options window.
NoteStarting in Maya 2014, the mayaBinary (.mb) file format uses 64-bit indices. Scenes exported as .mb files are not compatible
with earlier versions of Maya.
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When on (default), exports the file with the extension for the selected .
Specifies export options for scenes that contain file references.
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If is turned on, the references within the exported file are preserved. If it is turned off, all references are exported within
the file; that is, they are no longer references, but are now objects in the scene. The default is off.
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Exports any unloaded proxy files associated with the current scene.
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Exports selected objects in your scene as a referenced file and loads them back into your current scene with the specified
namespace options.
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Specifies how the namespace is generated.
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Specifies that the referenced file name is added to the beginning of object namespace.
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Specifies that a text string is added to the beginning of the object namespace.
Include Options
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You can enable/disable export of these specific node types by turning on or off the following:
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When on, texture images are included in the export.
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Lets you toggle whether to use full names.
Note
When you export a selection, in addition to the selected nodes themselves, the following associated nodes are also exported:
- parents of selected nodes
- blind data template nodes
- light linker nodes
Maya native file (.ma and .mb) options
For Maya ASCII (.ma) and Maya Binary formats (.mb), the Export All options are the same as the File > Save Scene As options
NoteThe and file formats are the only ones that preserve all the information contained within your scene. Setting the output format for
an export using the box will change your default export format for the current and subsequent export operations. If you set the output format
to something other then or and export using that format and then quit without saving the entire file then you can lose data.
Always check the export type in the export file browser to ensure you are writing the file using the expected file format.
Move file options
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Type the name of an attribute in the box and click to add the attribute to the list of attributes to use when importing or exporting. If the attribute is already included in
the list, a duplicate is not made. To remove an attribute, type the name of the attribute and click . You can add several attributes at one time by separating them with a space.
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Click to combine all of the selected objects in Maya, in the order of their selection, with the channels selected in the and place them in the list. For example, if sphere and cone are selected, and tx, sx are selected in the , sphere.tx, sphere.sx, cone.tx, and cone.sx are added to the list of attribute to import and export.
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Click to remove all of the attributes selected in the list.
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Click to remove all of the attributes from the list.
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This is ignored in file export. For file import, this sets the precision of the file.
When you click import or export, the move file is written or read and only the attributes in the list are affected.
Animation curve options (animExport file type)
You must have the animImportExport plug-in loaded to be able to select the animExport file type and see these options. (See
Load or unload Maya plug-ins.)
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Sets the precision of the numbers stored in the file. The choices are:
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Eight digits of precision
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Seventeen digits of precision
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A setting between 1 and 18.
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When turned on, the node and leaf attribute names in the clipboard are written to the file.
When turned off, only the full attribute name is written to the file.
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When the check box is selected, long unit names are used in the file, otherwise short unit names are used.
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The Hierarchy setting provides control over which nodes are copied within a hierarchy.
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Only the selected object’s animation copies to the keys clipboard.
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Copies the animation of the selected object and all objects below it to the clipboard.
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This setting is available when you want to copy only attributes selected in the .
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All keyable channels of the selected object’s animation are copied to the clipboard.
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Only those channels selected in the are copied to the clipboard.
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This option enables or disables the copy action for all the CVs, polygon vertices, and lattice points associated with a geometry
shape (or transform node hierarchically above the geometry shape).
Normally, when a control point is copied, only the selected control point is copied. The option enables the copying for all the control points associated with an object. This is useful when you are doing control
point-intensive animation and don’t want to select each control point to copy the animation.
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Sets whether the animation of a shape attribute of an object as well as the animation of the associated transform attribute
are copied, or if only the transform node’s animation is copied.
Generally, when an object is selected in a modeling window, the transform node (above the shape hierarchically) is selected.
For example, if a camera, NURBS object, or light is selected, the associated transform node is selected for copying.
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Select from the following options to specify the segment of animation to export from the selected object(s):
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Copies all the animation information of the selected object or objects to the keys clipboard.
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Copies only the animation information in the range specified in the and fields of the selected object or objects to the keys clipboard.
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When checked, this option displays a diagram of the copy action, and in particular represents graphically the two methods
of copying animation information.
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Select from the following options:
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Copies only keys within the selected range to the keys clipboard.
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Copies animation curve segments and any keys in the selected range to the keys clipboard.
Note
The Segments method of copying keys creates keys for the copied animation segment at the start and end times in order to preserve
the shape of the animation curve, if keys do not already exist at those points.
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