Saves all objects or the selected
objects to a new scene file.
Related topics
-
Supported file formats
-
Create, open, or save a scene file
-
Recover data after a crash
-
File > Save Scene
-
File > Save Scene As
- Default file extensions
-
Defaults to exporting
the file with the extension for that file type.
- Preserve references
-
If Preserve Reference 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.
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.
- Use namespaces
-
Uses the namespace you
specify.
- Prefix with
-
The file name or a string
you enter.
- Include Options
-
You can enable/disable
export of these specific node types by turning on or off the following:
- History
- Channels
- Expressions
- Constraints
- Include Texture Info
- File Type Specific Options
-
You can turn on or off Use
full names for attributes on nodes.
NoteWhen 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
-
File > Save Scene As
NoteThe
mayaAscii and
mayaBinary file
formats are the only ones that preserve all the information contained
within your scene. Setting the output format for an export using
the
Export Options box will change
your default export format for the current and subsequent export
operations. If you set the output format to something other then
mayaAscii or
mayaBinary 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.
mental images (.mi) file
options
See
File > Export All, Export
Selection (mental ray) in the Rendering guide.
Move file options
- Attributes
-
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.
- From Channel Box
-
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.
- Remove Selected
-
Click Remove
Selected to remove all of the attributes selected in
the list.
- Remove All
-
Click Remove
All to remove all of the attributes from the list.
- Precision
-
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)
You must have the animImportExport
plug-in loaded to see these options.
Precision
Sets the precision of
the numbers stored in the file. The choices are:
- Float
-
Eight digits of precision
- Double
-
Seventeen digits of precision
- Custom
-
A setting between 1 and
18.
File Contents
File contents settings:
- Use node and leaf attribute
names
-
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.
- Verbose units
-
When the Verbose
units check box is selected, long unit names are used
in the file, otherwise short unit names are used.
Hierarchy
The Hierarchy setting
provides control over which nodes are copied within a hierarchy.
- Selected
-
Only the selected object’s
animation copies to the keys clipboard.
- Below
-
Copies the animation
of the selected object and all objects below it to the clipboard.
Channels
This setting is available
when you want to copy only attributes selected in the Channel
Box.
- All Keyable
-
All keyable channels
of the selected object’s animation are copied to the clipboard.
- From Channel Box
-
Only those channels selected
in the Channel Box are copied to the
clipboard.
- Control Points
-
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.
- Shapes
-
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.
- Time Range
-
All – Copies
all the animation information of the selected object or objects
to the keys clipboard.
Start/End – copies
only the animation information in the range specified in the Start Time
and End Time fields of the selected object or objects to the keys
clipboard.
- Help Images
-
When checked, this option
displays a diagram of the copy action, and in particular represents graphically
the two methods of copying animation information.
- Method
-
Keys – Copies
only keys within the selected range to the keys clipboard.
Segments – Copies
animation curve segments and any keys in the selected range to the
keys clipboard.
NoteThe 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.