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expstaticmesh [2023/07/20 11:35] – steph.jorgensen | expstaticmesh [2023/07/20 11:46] – steph.jorgensen | ||
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^**Type**^**Description**^ | ^**Type**^**Description**^ | ||
- | |**Games**|Export a model with options optimized for games. Refer to [Games export options](games-export-options.md).| | + | |**Games**|Export a model with options optimized for games. Refer to [[expgame|Games export options]].| |
|**VFX**|Export a model with options optimized for VFX.| | |**VFX**|Export a model with options optimized for VFX.| | ||
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Includes the skeleton created in the SpeedTree Modeler and smoothly skins the vertices to the correct bones. | Includes the skeleton created in the SpeedTree Modeler and smoothly skins the vertices to the correct bones. | ||
- | **Note:** Enabling bones with hierarchy grouping will move the origin of each group to the origin. This is to prevent errors occurring with skeletal deformers in some 3rd party applications. | + | >**Note:** Enabling bones with hierarchy grouping will move the origin of each group to the origin. This is to prevent errors occurring with skeletal deformers in some 3rd party applications. |
Available for FBX and XML. | Available for FBX and XML. | ||
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SpeedTree wind tends to have many, many different parts moving independently at different frequencies. Due to this, it can be difficult to make a looping animation seamless. Starting in SpeedTree 9, a new " | SpeedTree wind tends to have many, many different parts moving independently at different frequencies. Due to this, it can be difficult to make a looping animation seamless. Starting in SpeedTree 9, a new " | ||
- | + | ||
- | **Note**: When wind speeds are very different at the start and end of the animation (due to use of [gusting](wind-vfx.md#gusting) or [timeline | + | >**Note:** When wind speeds are very different at the start and end of the animation (due to use of [[windvfx#gusting|gusting]] |
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