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Exporting Characters

Before you can use the Lumberyard Tools plugin for exporting character geometry from Maya, you must check the Up Axis setting under World Coordinate System for your scene. By default, this setting is Y for Maya. To check this setting, click Windows, Settings, Preferences. In the Preferences window, under Categories, click Settings.

If the Up Axis is set to Y, you must ensure the following is true:

  • The root joint of the character is positioned at the origin of the scene at 0,0,0.

  • The root joint of the character is oriented to z-up and y-forward.

  • The Joint Orient attribute for the root joint is set to -90, 180, 0.

  • A SceneRoot node exists for your scene. If this node does not exist, create it by choosing Tools, Add Scene Root.

If the Up Axis is set to Z, you must ensure the following is true:

  • The root joint of the character is positioned at the origin of the scene at 0,0,0.

  • The root joint of the character is oriented to z-up and y-forward.

  • The Joint Orient attribute for the root joint is set to 0, 0, 0.

  • A SceneRoot node does not exist for your scene.

The following procedure is very similar to the procedure on exporting static geometry, with many of the same options and advanced options. Refer to the previous procedure for explanation.

To export character geometry

  1. In Maya, select the root joint node of the character.

  2. In Lumberyard Tools, select the root joint node, then choose Add Selected. Be sure that it is set to Skeleton (.CHR) in the drop-down list.

  3. Select the geometry that is skinned to the joints and choose Add Selected. Be sure that it is set to Skin (.SKIN) in the drop-down list.

  4. Add the skinned geometry's materials to the Material Export list.

  5. Choose Export Geometry.