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.