Maya (Export)

Preparing for exporting

Maya customization

  1. Set these settings in the General Application Preferences:
    • linear: centimeter
    • time: 30 fps



  2. Customize Batch Export Window.

Model customization

  1. Set a center of model relative to zero coordinates.
  2. Do "Freeze Transform"
  3. Set these settings in Skin → Bind Skin:
    • Skinning method: Classic linear

    • Max influences: 4

    • Enable: Maintain max influences

    • Disable: Remove unused influences

       Ensure that your model has only one root.

  4. Set the material for models with the texture file located on the T: Disk. 
 If you need to export a boneless model as if it had one..

5. Export the dynamic model without bones, as a skinned model

6. Add the model attribute "bone" via button bnOn (in the Maya Shelf uEngine). Turn this option on.

Eventually, the new bone will be created on the pivot point place with the same name as the model name in Maya.

Exporting processes 

Exporting the model  

If you work with the exported model from Exodus SDK (this means that the model is 1x1x1cm), you need to choose the option Fix Scale in the Batch Export Window in order to multiply all sizes by one hundred.

  1. Open the Batch Export Window and "Model" tab
  2. Add the desired model/s to the model list
  3. Set the path to the selected model/s in the details tab
  4. Set a name for the exporting model (the property file name)

  5. Check selected models via the button "Check selection"
  6. Export the selected models into Exodus SDK

    If the export process takes too long, you can cancel it with the "Esc" key.

  7. Run Exodus SDK and open Model Editor

  8. Approve the material for the model in Model Explorer

  9. Add the new shape for the selected root-bone for physics calculations



  10. Finally, you can work with the exported model/s in Exodus SDK. 

Exporting the motion 

  1. Open the Batch Export Window and the "Motion" tab
  2. Add the already exported model/s to the model list
  3. Select the desired mesh (1) and add the new animation via the "+" button in the animation tab (2)
     

  4. Choose the desired range, folder, file name, and different properties for the exporting animation


  5. Export the selected animation/s into Exodus SDK
  6. Run Exodus SDK and open Model Editor.

    If Exodus SDK is already open, then a window will appear with confirmation for reloading the new assets.



     If the exported model is new...

    7. Find the model in the Model List and open its properties. Exported motion/s will be visible in the Motions window

    8. Choose the "animated" option and the folder with the animation in the Motion tab.

     If the model has already exported and has connected motions...

     7. Find the desired animations in the Motions list.

     If the exported motions store in a new folder...

     7. Add a new folder to the model in the Properties Motion tab/folders.



    You cannot store motions from different models in the same folder.

    And motions cannot share the same name for the same model.



  7. Save model. 

Exporting the mesh and skeleton 

  1. Open the Batch Export Window and "skeleton" tab
  2. Add the desired mesh from the scene via the button "add selection"
  3. Set the path, file name and other desired properties for the selected skeleton/s in the "Skeleton" tab
  4. Export the skeleton into Exodus SDK
  5. Set the path for the selected mesh/s in the "Mesh" tab

    It is advisable to store the Mesh and Skeletons files in the same folder.

  6. In the "Mesh" tab, click on the "skeleton path" and choose the exported skeleton file

  7. Choose the desired properties for the exporting mesh

  8. Export the mesh into Exodus SDK

  9. Go to the Model Editor and create a new model

  10. Choose your exported skeleton

  11. You have the noname model. So, you need to open the Model Explorer and find the LODs

  12. Open the properties and click on the "..." in one of the LODs

  13. Choose the exported mesh

  14. Approve the material for the model in Model Explorer
  15. Save your model via the button "Save as...

  16. Add the new shape for the selected root-bone for physics calculations


     If your model has animation script...

    17. Select the model and open its properties

    18. Choose the "animated" option and the folder with animation in the Motion tab

    19. Enable the option "Has AS".

     If you need to add a new mesh to the already assembled model...

    17. Add the new mesh to the meshes list from the scene in Maya

    18. Choose the desired properties and export the new mesh

    19. Open Exodus SDK and add to the existing model in the suitable LOD.

Exporting the camera track 

 

  1. Open the Batch Export Window and the "Camera Track" tab
  2. Add the selected camera from the scene via the button "add selection"
  3. Select the desired camera and add the new track via the "+" button in the tracks tab
  4. Choose the desired range, folder (has to be "content\anims\..."), file name for the exporting track
  5. Export the selected track/s into Exodus SDK 
  6. Run Exodus SDK and open Track Editor

    If Exodus SDK is already open, then a window will appear with confirmation about reloading the new assets.


  7. You can find the exported cameras in the Track List.
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