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Export Scripts - Part 4

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Simple Animation:

Animate your model the way you'd normally expect, but do remember to bracket your animation (keyframe at the start and end) if you expect it to loop properly, as only keyframe info from the start to the end is stored. Any position/rotation animation that comes from a previous keyframe will not be seen. Under the modifier panel for the Aurabase of that model, you will see a box that can store a long list of animations, and their frame ranges. It should be quite easy to make a new animation, just ignore the trans-time value for now, and leave it at its default.

With the above information, you should be able to export a simple model… at least a moving box or sphere or something.

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