Saves all objects or the selected objects to a new scene file.
Keep only a reference (Export Selection only)
Allows you to turn an object into a reference. If you select nodes from your main scene, choosing this option exports those nodes to the file you choose, then references that file back into your current scene with the specified namespace options.
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
Always check the export type in the export file browser to ensure you are writing the file using the expected file format.
mental images (.mi) file options
See File > Export All, Export Selection (mental ray) in the Rendering guide.
Type the name of an attribute in the Attributes box and click Add 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 Remove. You can add several attributes at one time by separating them with a space.
Click From Channel Box to combine all of the selected objects in Maya, in the order of their selection, with the channels selected in the Channel Box and place them in the list. For example, if sphere and cone are selected, and tx, sx are selected in the Channel Box, sphere.tx, sphere.sx, cone.tx, and cone.sx are added to the list of attribute to import and export.
Animation curve options (animExport)
You must have the animImportExport plug-in loaded to see these options.
Channels
This setting is available when you want to copy only attributes selected in the Channel Box.
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 Control Points 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.
This option determines if 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.