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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.