File > Export All > GE2
 
 
 

Domain Options

Click to turn on the options. A check mark displays if the option is on and the option you select will be enabled during output. The checked domains will be filled with the material attributes.

Format data for domain:

Options include: GL/DirectX, SonyPSX, N64, Custom

Animation Options

Enable Animation

Click to quickly disable any animation without resetting the ranges.

Start/End

The Start value specifies the frame to start the output from (integer values). The End value specifies the frame to end the output.

Step

The Step option is only available when the Keyframe using: Anim Curves option is turned off. This value defines the number of animated frames by which the animation is sampled between exported frames.

Animate options

Click to turn the following options on or off.

Vertices

If on, Vertices exports vertex animation.

Transforms

If on, Transforms exports TRS animation.

Lights

If on, Lights animates the lights in the scene.

Camera

If on, Camera animates the camera in the scene.

Keyframe using options

Click to turn the following options on or off.

Anim Curves

If on, Anim Curves extracts keyframes from the AnimCurves on the shapes. If this option is selected, Step is set to 1 and disabled to ensure keyframes will fall on exported frames. If off, Step is enabled and you can change the default value.

Sampling

When on, Maya adaptively samples the animation. If this option is selected, Sample By and Tolerance are enabled. Frames are sampled at the given rate and exported as keyframes if geometry does not meet tolerance requirements.

Sample By

You must select Sampling in the Keyframe Using section to enable this option. This value represents the sample rate for adaptive sampling.

Tolerance

You must select Sampling in the Keyframe Using section to enable this option. This value determines whether sampled frames are exported as keys.

Animation Displacement options

These options are only enabled if you select Vertices in the Animate section.

  • Relative to Current Frame specifies relative vertex displacements.
  • Absolute generates absolute vertex displacement.

Export Options

These options determine what elements you want to export and how to export them.

Hierarchy

World

A World hierarchy tells the GE2 translator not to export hierarchy. This means that all vertices use world space.

Flat

A Flat hierarchy means one level of hierarchy. Selecting Flat means that transformations use world space and vertices use local space. There is no hierarchy/parenting information. This is the default Hierarchy selection.

Full

A Full hierarchy exports the full DAG tree hierarchy. This means that transformations and vertices use local space. Full hierarchy/parenting information is exported.

Export

All

Exports all scene information (everything visible in the scene). This is the default Export selection.

Selected

Exports everything picked in the scene (items lower in the DAG tree from the DAG nodes of picked objects are not included).

Active

Exports everything picked in the scene as well as any objects that are below them in the DAG tree.

Tessellation

Tri

Tessellates NURBS surfaces into triangles. This is the default Tessellation selection.

Quad

Tessellates NURBS surfaces into quads.

Export

If these options are on, (by default, all the Export options are on), Maya exports information for lights, cameras, textures, geometry, and normals.

Export options

The following options are off by default.

Reverse winding

If on, Maya enables reverse winding on polygons. Default winding is counter-clockwise.

Flip Normals

If on, Maya reverses the direction of normals. This option is off by default.

Texture Options

Texture Control

Uses convertSolidTx to create image files for both file and procedural textures. If turned off, Maya reads in the file textures as they are, and only converts the procedural textures.

Use 2d and 3d texture placement

Uses the 2D texture placement transformation information to generate the file image for output. For instance, the checker texture image consists of a checker board of 8x8 checkers. If off, the UV repeats are set to 1 internally, UV Rotate is set to 0.0 internally, and then the texture is processed. The result is that the checker image will be 2x2 (assuming the default 4 repeat).

Use convertSolidTx on file textures

This is a future option and is not currently implemented.

Use original file textures

If on, Maya reads in the file textures as they are, and only converts the procedural textures. If off, both procedural and file textures are converted.

Resolution settings

Set the following X and Y texture resolution swatch sizes by entering a value and pressing Enter (Linux and Windows)/Return (Mac OS X) or dragging the slider.

X Tex Res/Y Tex Res

Specifies the X or Y swatch size used for procedural textures.

Max X Tex Res/Max Y Tex Res

Specifies the Max X or Y swatch size used for all textures. If the size of file texture images is larger than the maximum specified here, then the file textures will be scaled down to this maximum setting when the convertSolidTx command is processed.

Texture path

This is a list of directories to search for file textures if not found in the default list of directories obtained with workspace -q -rd.

Other Options

Float precision

Select a menu item to print out floats with the number of decimal places you choose.

Format Output

Tabs

If on, output is tabbed for readability. This option is on by default.

Comments

If on, output is commented (numbered indices, etc.). This option is off by default.

Debug Output

The following options are off by default.

Geometry

If on, Maya outputs information pertaining to geometry and anything attached to geometry (including materials) during the export process. A lot of information is generated during this process.

Cameras

If on, Maya outputs information about cameras during the export process.

Lights

If on, Maya outputs information about lights is during the export process.

Run script when done

Specify a script (and command line options) to be run after export to convert ge2 files to another file format or otherwise post-process the files.

Append file name to script

If on, the appropriate file (.grp or .gaf file) will be appended to the script you specify in Run script when done before invoking.