Hero Export Guide
From HEWIKI
Overview
This page provides a quick-reference for artists and animators, to ensure that art content will export properly, so that it can be imported cleanly into the Repository Browser.
Export Paths
- Textures must be dds files, and the texture path is relative to the model path. So if your model is in .../MyComputer/MyArt/MyModels/ and your texture is in .../MyComputer/MyArt/MyTextures/, your model now knows where to find its texture. When you upload it to the server via the repository browser it will then look to find its texture in the same relative path. So you would need to upload your model to .../MyRepository/MyArt/MyModels/ and you would need to upload your textures to .../MyRepository/MyArt/MyTextures. This is why we have the concept of the Art_Depot. But if you get confused, just put all your models and textures in the same folder on your local machine, then have them all in the same folder on the server, until you get your feet wet.
- There are two special exceptions to "put your stuff anywhere". The select terrain texture dialog looks in \World\LiveContent\TerrainMaps\ and its sub-directories for terrain textures. Make sure to add your terrain textures there, or they will not be found by the select texture dialog. And Dynamic characters must have the Character\Dynamic_2 folder as their root. It is required that character files go inside the Character/Dynamic_2 folder, but you may create subfolders in anyway you like.
Static Asset
- transforms and scale should be reset
- Polys are single sided
- Pivot point should be placed where you want it relative to the object
- Object should be 1 single mesh or 1 group of meshes
- Use a HeroMaterial or Multi/Sub-Object material made up of multiple Hero Materials in 3ds Max, or assign multiple Hero Materials directly to selected polygons
- Materials should use dds files
- Snap setting should be placed on User defined properties of the object/group if it is intended to have snap properties in game.
Example: GridSnap=.5 RotationalSnap=15 Occluder=true
- LOD objects must simple be named with suffix _LOD_01-_LOD_05. Use only what you need, simply start at 01.
- These should have the same material applied to them
- An occluder object should simply be named with the suffix _Occluder_only
- This is usually a group made up of many smaller plane geometries
- They should have no material on them
- Interiors can be labled occluders the same way as snap setting are defined as shown above
- Export using*Static Asset setting on Hero Export
- Hide any unwanted objects/helpers in the background before export
- LOD and Occluder objects should be visible when exported
Animated Asset
- transforms and scale should be reset
- Polys are single sided
- Pivot point should be placed where you want it relative to the object
- Object should be 1 single mesh or 1 group of meshes
- File should contain motion that is generated either by keyframes, constraints, or any other rigging you can dream up.
- Use a HeroMaterial or Multi/Sub-Object material made up of multiple Hero Materials in 3ds Max, or assign multiple Hero Materials directly to selected polygons
- Materials should use .dds files
- Snap setting should be placed on User defined properties(3ds Max) of the object/group if it is intended to have snap properties in game. For Maya, these setting go under notes on the transform node or the parent of the hierarchy
Example: GridSnap=.5 RotationalSnap=15 Occluder=true
- These should have the same material applied to them
- This is usually a group made up of many smaller plane geometries
- They should have no material on them
- Interiors can be labeled occluders the same way as snap setting are defined as shown above
- Export using Animated Asset setting on Hero Export
- Hide any unwanted objects/helpers/locators in the background before export
Static Character for 3ds Max
- This type of export includes the geometry and base rig for a character.
- No parts or textures are dynamic. Animations will be applied to this file.
- transforms and scale should be reset on all bones and geometry
- Polys are single sided
- Pivot point should be placed at 0,0,0 for the geometry (This makes things easier in the long run).
- Rig should be placed at origin to ensure ease of use as files pile up.
- Rig should face the negative Y axis in max (the default direction of biped)
- Rig's root node should be named Bip01 and its local X axis should face the world negative Y(forward)
- Geometry should be 1 single mesh or 1 group of meshes
- Use a HeroMaterial or Multi/Sub-Object material made up of multiple HeroMaterials
- Materials should use .dds files
- Create SRB from the Export panel
- Create any needed animation channels that are needed using the "Track Masks Editor" on the Hero Character Tools panel
- Biped nubs and footsteps node should be hidden
- Skeleton is a single root hierarchy. Bones must be parented to other bones. No broken hierarchy(bone to helper to bone)
- Export using*Character setting on Hero Export
- Hide any unwanted objects/helpers in the background before export
- any additional rigging components(helpers), do not need to be exported.
Static Character for Maya
- This type of export includes the geometry and base rig for a character.
- No parts or textures are dynamic. Animations will be applied to this file.
- transforms and scale should be reset on all joints and geometry
- Polys are single sided
- Pivot point should be placed at 0,0,0 for the geometry (This makes things easier in the long run).
- Rig should be placed at origin to ensure ease of use as files pile up.
- Rig should face the positive Z axis in maya
- Geometry should be 1 single mesh
- Use a HeroMaterial or Multi/Sub-Object material made up of multiple Hero Materials in 3ds Max, or assign multiple Hero Materials directly to selected polygons
- Materials should use .dds files
- Create SRB from the HeroTools shelf
- Create any needed animation masks that are needed using the "Track Masks" on the HeroTools shelf
- Skeleton is a single root hierarchy. Joints must be parented to other joints. No broken hierarchy(joint to locator to joint )
- Export using*Character setting on Hero Export
- Hide any unwanted objects/locators in the background before export
- any additional rigging components(locators ), do not need to be exported.
Animation (CME)
- we do not use/support the Constant Motion Extraction (CME)animation export mode setting anymore.
Animation (VDA)
- Use your skeleton or character base file as the template that you will animate on.
- Heroblade using the motion and translation of your character to derive motion in game.
- By default, we do not animate in place.
- By selecting the SyntheticRootBone(SRB) then going to the Hierarchy Tab and clicking on the Links button, you can restrict the movement of the SyntheticRootBone(SRB) The less extra motion it has, the better your game animations will be.
- Export using*Animation (VDA) setting on Hero Export
- Hide any unwanted objects/helpers/locators, or additional parts in the background before export
- Any additional rigging components(helpers/locators), do not need to be exported.
Collision Only Asset
- Must be one object or group of objects
- Must have a HeroMaterial with no textures but with the "collide only" box checked
- transforms and scale should be reset
- Polys are single sided
- Pivot point should be placed where you want it relative to the object
- Export using Collision Only Asset in exporter
Dynamic Character Skeleton for 3ds Max
- This type of export is just the Bone Rig of the Character.
- No geometry should be visible. Animations will be applied to this file. Character Parts will be applied to this file
- transforms and scale should be reset on all bones
- Rig should be placed at origin to ensure ease of use as files pile up.
- Rig should face the negative Y axis in max (the default direction of biped)
- Rig's root node should be named Bip01 and its local X axis should face the world negative Y(forward)
- File should contain motion that is generated either by keyframes, constraints, or any other rigging you can dream up.
- Biped nubs and footsteps node should be hidden
- Skeleton is a single root hierarchy. Bones must be parented to other bones. No broken hierarchy(bone to helper to bone)
- Create SRB from export panel
- Create any needed animation masks that are needed using the "Mask editor" on the export panel
- Export using*Character setting on Hero Export
- Hide any unwanted objects/helpers in the background before export
- any additional rigging components(helpers), do not need to be exported.
Dynamic Character Skeleton for Maya
- This type of export is just the Joint Rig of the Character.
- No geometry should be visible. Animations will be applied to this file. Character Parts will be applied to this file
- transforms and scale should be reset on all joints
- Rig should be placed at origin to ensure ease of use as files pile up.
- Rig should face positive Z
- File should contain motion that is generated either by keyframes, constraints, or any other rigging you can dream up.
- Skeleton is a single root hierarchy. Joints must be parented to other bones. No broken hierarchy(joint to locatorto joint)
- Create SRB from export panel
- Create any needed animation masks that are needed using the "Mask editor" on the HeroTools shelf
- Export using Dynamic Character Skeleton setting on Hero Export
- Hide any unwanted objects/helpers in the background before export
- any additional rigging components(locators), do not need to be exported.
Dynamic Character Part for 3ds Max
- These geometries will make the parts for Dynamic Characters (skeletons)
- Have only the rig showing and 1 skinned geometric part visible at a time
- Transforms and scale should be reset on all geometry
- Use a HeroMaterial or Multi/Sub-Object material made up of multiple HeroMaterials
- Materials should use .dds files
- Biped nubs and footsteps node should be hidden
- Export using*Character Part setting on hero Exporter
- Hide any unwanted objects/helpers, or additional parts in the background before export
- Any additional rigging components(helpers), do not need to be exported.
Dynamic Character Part for Maya
- These geometries will make the parts for Dynamic Characters (skeletons)
- Have only the rig showing and 1 skinned geometric part visible at a time
- Transforms and scale should be reset on all geometry
- Use a HeroMaterial or Multi/Sub-Object material made up of multiple Hero Materials in 3ds Max, or assign multiple Hero Materials directly to selected polygons
- Materials should use .dds files
- Export using Dynamic Character Part setting on Hero Export
- Hide any unwanted objects/locators, or additional parts in the background before export
- Any additional rigging components(locators), do not need to be exported.
Video Tutorials
HeroEngine Tutorial - Exporting from 3ds Max
How to Export a Static Asset from 3ds Max for use in HeroEngine.
HeroEngine Tutorial - Exporting from Maya
How to Export a Static Asset from Maya for use in HeroEngine.