Geometry

Subdivision Surface

You can define how Subdivision Surfaces should be handled on export. You can select from the following:

  • Cage Only: Only the unsubdivided cage objects will be exported.

  • Generator: Select this option if you want to export the SDS as a Generator or parametrically. SDS is so commonly used that other applications can interpret cage objects correctly and subdivide them correspondingly.

  • Baked: The polygonal result of the SDS subdivision, incl. any weighting will be exported (the subdivision defined by the Subdivision Renderer will be used). Note in conjunction with this that tags that "make use" of the unsubdivided cage object (such as Selection or Weight tags) will not be adapted and will therefore no longer fit to the exported, subdivided (i.e., enabled option) object.

Triangulate

If this option is enabled, meshes will basically be exported as triangles (quads and n-gons will also be converted to triangles).

Normals

Normals are important for files created for MotionBuilder, Unity or Maya. All Phong tag information (incl. broken Phong edges) is exported in the Normals.

Vertex Colors

Enable this option if all Vertex Colors should be exported.

Make sure that the Vertex Colors Type (point or polygon-based) is also saved accordingly.

Flip Z Axis

Up Axis

Use this setting to adjust the axes so that the Z axis is in line with the application's coordinate system to which the file should be imported. It is best used in combination with the Up Axis setting so that all of the coordinate system's configurations are covered.

You can, for example, use these settings:

  • Maya: Up AxisYaxis (default), Flip Z Axis enabled.
  • Unreal: Up AxisZaxis, Flip Z Axis disabled.