Animation
Hierarchial Animation
Save HAnim Hierarchy
Save animation using the RpHAnim plugin.
Save Hierarchy Without Matrix Array
The HAnim plugin can either use a large matrix array which uses a lot of memory, or it can use a list of frames which is less efficient but uses a lot less memory. Checking this option causes RpHAnim to use a frame list which reduces the memory requirements of the animation.Use Local Space Matrix Array
All matrices stored are relative to the animation rather than being in world co-ordinates.Export sub hierarchy animation
Used to export part of an animation by selecting the node at the top of a node hierarchy. Doing an export with this option set will export the animation from the selected node down to the bottom of the selected tree.Save morph targets
This uses the ‘morph target frame interval’ to sample the animation and create a number of morph targets which are linearly interpolated to produce an animation e.g. if there are 50 frames in the animation and the sample interval is 10 frames, then 5 morph targets will be created.Morph target frame interval
This option is linked to the ‘save morph targets’ option and controls how many morph targets are created for a morph target animation.Legacy Options
Legacy options are included for compatibility with previous versions of the exporter. To enable legacy options, click on the Enable Legacy Options checkbox. All new artwork should use the HAnim options which is the new animation plugin designed to replace RpAnim.Default name
The default name is the filename given to the exported animation. It is included only for legacy support and should not be used for new artwork.Save RpAnim
This is included for legacy applications only. It was called 'Save Animation' in the previous release and is used to export a scene containing a single animation for the RpAnim plugin.Save RpAnim Sequence
This is included for legacy applications onle. It was called 'Save animation sequences' in the prevoius release and is used when there are multiple animation sequences for the same character in a single 3DS Max file. The exporter will go through the scene and export each one of the sequences as an individual animation.