Export Tool

The export tool's interface is arranged from top to bottom, moving from simple to complex and from required to optional.

Specify Asset Name and Output Path

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These are the only two fields that must be set manually. Once configured, you can click the Export button to export.

Asset names cannot contain spaces.

Export Options

  • Overwrite Overwrites existing files.

  • Verbose If the export crashes, enable this logging option to record the crash location. Only enable when troubleshooting errors.

  • Fix Fixes non-standard settings in Maya files that would affect Nemo's parsing of rig files.

  • NIK Uses Maya's native IK instead of Nemo's IK. Only use in rare cases where three-segment IK produces different results in Nemo versus Maya. If using in other software, ensure this option is turned off.

  • USD Uses USD to generate preview materials as base materials in other softwares.

Precision Settings

  • 32bit Float, the default precision, consistent with CUDA and rendering.

  • 64bit Double, consistent with Maya's numerical precision. Increases memory usage but prevents jittering when characters are 100K+ units from the origin.

  • 128bit Uses higher precision than Maya. Even if the original rig is 100K+ units from the origin, Nemo Rig may still avoid jittering by using higher precision numbers.

Preserve Hierarchy

  • Geometry Preserves model hierarchy. Default option.

  • + Skeleton Preserves model and skeleton hierarchy. Choose this to export FBX skeleton animation to a game engine or when using skeletons in other software.

  • + Controller Preserves model, skeleton, and controller hierarchy. For testing and proof of concept only—not recommended for production use.

Clean File

Note that cleaned nodes may change rig behavior. After cleaning, test whether the rig still works properly.

Specify Controllers

Nemo supports using GLOB Pattern to match controllers by name. However, Nemo has a powerful controller detection algorithm that automatically ignores controllers and attributes animators cannot directly manipulate. Generally, keep the default wildcard for selecting all and adjust only these switches:

  • Curve Controller may be a Nurbs Curve.

  • Surface Controller may be a Nurbs Surface.

  • Mesh Controller may be a Polygon Mesh.

  • UI Includes controllers set to template (unselectable) in the selection.

Rig files sometimes have one or two empty groups reserved above controllers for adding constraints in animation shots. Use the Extra Group Max Depth option to set how many layers of empty groups to preserve. Default is one.

Click the Select Controllers button to verify all needed controllers are correctly selected.

In special cases, you can select one or more controllers and click the Append or Exclude button to forcibly add or ignore them. This operation can also add Nurbs or Mesh type inputs—see Partial Convert for details.

Specify Geometry

Nemo automatically filters all models visible to animators, including those hidden by default but displayable through controllers.

When needed, Nemo also supports matching models by name. When a model group is selected, click the Add Group button to add the entire group, or use the Add Shape button to add a single model.

Click the Select Shapes button to verify all needed models are correctly selected.

We recommend keeping only high-resolution models. In Nemo, this is easy—just lock the attribute that switches model precision before exporting.

Foreign Nodes

Sometimes assets contain nodes that Nemo cannot recognize. If these nodes are few, you can use Nemo's Foreigner Nodes feature. Nemo preserves the selected nodes as-is, accelerates the rest, and automatically combines the two.

Select the nodes to preserve, click Append, and they'll be marked as foreign nodes. Adjust the history/future levels to quickly select other connected nodes. See Partial Convert for details.

Presets

For popular tools, we've created presets to ensure Nemo Rig preserves their distinctive features to the greatest extent possible.

Just click the button.

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