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Export Scripts - Part 12

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AuraBase

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.



Bitmap Name Validity: Targa file name check.

Weld to Nearest cm: Will move a part's vertices to the nearest cm for smaller file sizes. This is with respect to the parts orientation, so watch for seams in the geometry in some cases.

Node Type ‘boolean': Not sure, to tell you the truth…

Valid Controllers on Keys: Only allows linear interpolation on all keys.

Animated Mesh Validity: Unused

TexVert Validity: The game doesn't like it when a vertex doesn't have a proper texture coordinate for mapping.

Zero Faces on a Node: Nor does it like when a part does not contain any vertices.

Bumpy-shiny Alignment Chk: Unused

Anim Root Node Existence: Checks the slot in AuraBase for a name of the Anim root.

Skinning 4 Bones per Vert: Is for our skinning system. It just makes sure no vertices have more than four bones affecting them.

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