Export Profile
Assign Controllers
Nemo support using GLOB Pattern to select controllers by name. But Nemo also have a powerful controller detecting strategy which can automatically ignore controllers or attributes which animators can't get access to. So it's usually enought to keep default *(which means all) pattern. Only following options need to be toggled on/off:
Curve
Controllers could be NURBS curveSurface
Controllers could be NURBS surfaceUI
Including templated(unselectable) objects as controllers
You can click the Select Controllers button at any time to verify if current settings can select all controllers you need.
Specially, you can select some controllers and click Append or Exclude to force include/exclude them. This action can also be used to add NURBS or Mesh input, check out Partial Convert for more information.
Assign Geometries
Nemo can filter out all animator-visible meshes automatically, including those hidden by default but can be shown via controller.
For specific corner cases, you also selecting additional geometries by name. Click the Add Group button with selecting the group to add entrie group. Or use Add Shape button to add single shape. Shape will be ignored if it's always invisible, which means it's currently invisible and no controller can show it.
You can click the Select Shapes button at any time to verify if current settings can select all shapes you need.
It's good practice to only keep high models. It's easy to do that in Nemo, just lock the resolution switch attribute.
Export Options
Double Precision
Using double precision would cost more memory, but it's helpful for unstable situation, for example characters millions unit away from original point.Verbose
Turn on to write log if crashed in export progress.Overwrite
Overwrite existed files.
Set character name and export path, then selecting correspoinding plugins if the asset have used any, finally click the Parse button to export.
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