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Shockwave 3D Scene Export Options Dialog 629
Exporting B ones
The exporter supports character animation using
bones and the Skin modifier, or a ch aracter
studio® biped with the Physique® modifier. Bones
are exported not as geometry, but as Shockwave
3D bones.
IfthebonesdeformameshwiththeSkinmodifier,
the scene must be arranged in a specific manner to
cause the bones and mesh to export properly:
All bones for each mesh object must be linked,
and linked contiguously. In other words, each
bone must link to another bone, with one bone
actingastherootfortheentirehierarchy.
You’ll get the best results if all bones are created
in the same viewport, and bones are created
individually (not copied or mirrored).
All vert ices in the skinned mesh must be
assigned to at least one bone, even if they
constitute a part of the mesh that isn’t animated.
Otherwise, the mesh will distort on export.
You must group the bones and the skinned
mesh with the Group menu > Group command
prior to export. If you have more than one set
of bones with skinned meshes, create a separate
group for each.
You can also export animation on IK chains and
dummy objects. These objects must be grouped
w ith the skin and bones to export correctly.
For more tips on working with bones animation
and the Shockwave 3D Exporter, visit the
M
acromedia Web site.Also,searchthe
Macromedia site for “bones shockwave export”
(w ithout the quotes).
Shock wave 3D Scene Ex por t
Options Dialog
File me nu > Ex p ort > Select File To Export dialog > S ave
As Type > Shock wave 3D Scene Export (*.W3D)
This dialog appears when you choose the
Shockwave 3D format as the export format for
your scene.
Interfa ce
Resources to Export group
Scenegraph hi era rchy—Controlswhetherornot
the parent-child hierarchy between all geometry,
light, group, and camera resources is w ritten to
the Shockwave 3D file. This option should always
be selected when exporting an entire scene from
3ds Max. The Shockwave 3D scenegraph contains:
Information on parent-child relationships.
Information about what resources each scene
element uses (for example, the model resource
used by a mo del in the sceneg raph).
Controls for any modifiers associated with the
geometry resources.