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This is where all the model-based attributes are assigned.
"Super Model" is a space where you can enter the name of another model, as described in Advanced Animation.
Classification simply allows the engine to decide what kind of a model it is. If you're not sure what kind of a model it is
you have, then just use something simple, like an "Item."
Then you can assign your animations, I have already described.
Anim root has already been mentioned too, but I should make note that if you copy an Aurabase, the Anim root will
still have the name of the previous object and must be changed otherwise it will not work.
Animation Name List is a simple way of adding new animations according to a .NAM file in your Aura scripts directory
for each Classification type. It's good to have all your .NAM files write-able, otherwise you will always have warnings
come up when you try to export animations other than the ones in the list.
"Update All AABBs" will do just that, for the entire scene… but seeing as you might not understand that, we'll move
right along…
Hopefully you've already tried the get textures and export model functions.
After these buttons there is a rollout section called "Active Sanity Checks." A sanity check is a single lump of code that
checks for faulty things in your model. Sometimes you don't want to be notified of a problem, and this is the place to
switch off the error message. But, that being said, the error messages are there for a reason… so it's best to leave
them alone. A description of each:
Zero Rotation: It can be difficult to ascertain an AuraBase's orientation, and it's best to keep them all at a zero
rotation. This tells you if it isn't.
Valid Anim Keys: Checks to see if there are keys at the start and end of an animation. Most of the animators at our
work switch this check off as it's not always desired.
Collision Mesh Validity: For AABB mesh
Tile Node Boundary Chk: Checks to see if any objects are over the edge of a tile. This is unchecked by default, as it
can happen in many instances.
Emitter Validity: Checks the version of your emitters.
AuraRef Existence: Unused
Node Name Validity: Checks name lengths and character types.
Zero World Scale: Makes sure that objects have no scale transforms associated.
Material Bitmap Name Chk: Checks material names.
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