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
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
OverwriteOverwrites existing files.VerboseIf the export crashes, enable this logging option to record the crash location. Only enable when troubleshooting errors.FixFixes non-standard settings in Maya files that would affect Nemo's parsing of rig files.NIKUses 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.USDUses USD to generate preview materials as base materials in other softwares.
Precision Settings
32bitFloat, the default precision, consistent with CUDA and rendering.64bitDouble, consistent with Maya's numerical precision. Increases memory usage but prevents jittering when characters are 100K+ units from the origin.128bitUses 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
GeometryPreserves model hierarchy. Default option.+ SkeletonPreserves model and skeleton hierarchy. Choose this to export FBX skeleton animation to a game engine or when using skeletons in other software.+ ControllerPreserves 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:
CurveController may be a Nurbs Curve.SurfaceController may be a Nurbs Surface.MeshController may be a Polygon Mesh.UIIncludes 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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