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Exporter implementation
[3.2]

Exporters are a key part of our development here at RenderWare Graphics. One of the main aims of this release (3.2) has been getting the platforms aligned - the next release (3.3) will be a significant and major overhaul of how the exporters and art path works.

To prepare for this, we have been looking at some optimizations and enhancements to the exporters which are required before we start into the major exporter changes.

Optimization to the Exporter implementation

Export is one of those tasks during game development that can cause notorious work interruptions. One of the ways that we have addressed this is to rewrite some of the internal export code and improve its performance. On 3ds max this has mainly been a restructuring, but on Maya it has been because we have moved away from the MDT interfacing layer.

This has in both cases given us significant speed improvements - the improvements are very data dependant, but we are finding that time taken to export has been reduced to 20% or sometimes 10% of the original export time.

Batch Exporting

On both exporters (3ds max and Maya) we have implemented batch exporting. Rather than having to export each file individually by hand - the user can now select to export multiple files with pre-set export options. These exporting options only have to be set up once and are also saved with the Maya/3ds max native files. This means that workflow is much cleaner and they are less likely to 'forget' to export the files the same way every time.

Multiple UV Support

In addition to the functionality for Xbox and GameCube for exporting a RenderWare Graphics Material with multi-texturing data extensions, we have added functionality to export two sets of texture coordinates from 3ds max and Maya. Please note that with the RpMatFX extensions that up to 8 textures and texture coordinate sets can be exported, but only with a RenderWare Graphics Material.

Animation only exporters

When the artist exports different animations for the same object, it has been necessary to export the entire clump repeatedly. In this release it is now possible to just export the animation data for an object, speeding up the export and saving time.

Selected items only in BSP export

When exporting a BSP, it is now possible to export only the selected (as in manually in the preview window) parts of the BSP required.

Exporters upgraded for new functionality

With the addition of multi-texturing extensions on Xbox and GameCube, Bézier and generic DMorph functionality. Both the 3ds max and Maya exporters have been upgraded to provide the art path required to make use of this functionality.

Custom Attribute or Blind data export

Although the packages name the data differently, the result is much the same. The exporters will pick up user data attached to the model and export them correctly. This allows artists and game designers to have more control over game objects, rather than just providing the geometry and textures. Of course this data has to be read in by the game application and used appropriately.

3ds max Specific Additional functionality

Upgrades of software, changes to RenderWare Graphics and missing functionality all can cause package specific upgrades. All the features listed below are specific to the exporter implementation in 3ds max.

3ds max 4 support and Character Studio 3 support

During the release, an upgrade to 3ds max and Character Studio has been made available to the game development community. We have ensured that our exporters are compatible with both of these new releases.

Tick Level Animation Sampling

The exporters used to sample the animation key frame data based upon animation frame rate. Now we will export every key frame set by the user. This means that the artist can now be assured that all the small animations added to improve realism to the animation are guaranteed to be picked up and exported.

Weights/Vertex Exporting customisable limitations

Originally the exporters would always export all the weights per vertex set by an artist up to a maximum of four. Custom pipelines that use fewer weights in a skinning can actually provide significant performance upgrades. In 3ds max we have provided a way of limiting the number of weights that will be exported, and renormalize the weights so the data is correct. This allows the programmers to try a lighter set of data, to see if there will be a viable performance/visible trade-off.

Maya Specific Additional functionality

Maya 4 support

During the release, Alias upgraded 3ds max to version 4. We have ensure that our exporters are compatible with this release.

Instanced Objects

Exporting can now relate one set of geometry to multiple instances of that geometry. Hence when you export multiple similar objects, only one geometry and multiple positions and orientations are exported.

Animation Constraints

We have implemented Maya constraints in RenderWare Graphics 3.2. With these it is possible to control the position, orientation, or scale of one object based on the position, orientation, or scale of one or more "target" objects. In addition, you can impose specific limits on objects and automate animation processes.

The constraints can be based upon:

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