Fbx exporter (AtomsUnreal)

In Atoms, you can export agents to fbx files.

Exporting agents

Before exporting some agents, you must set up a level sequence. Create one from the viewport menu.

Then open the sequence into the sequencer and drag and drop the agent group you want to export.

Add a new track for the "Static Frame" property:

Set two or more keyframes making sure their value matche the frame number they are on. Set the interpolation of all keyframes to linear, or the exported simulation won't look right.

Now add a track for the “Use Static Frame“ property and set it to true. Otherwise, the agent group will not be driven by the sequence.

 



 

 

Open the Atoms FBX Exporter from the Atoms Crowd menu. 

There are a few options in the UI:

  • Level sequence

  • Fbx path: output path.

  • Start Frame

  • End Frame

  • Preroll frames: Number of frames used as preroll.

  • Preroll height: Height offset used by the preroll.

  • Tangent type: Tabget used on the keyframes added to the fbx.

  • Export: select if you want to export the skeleton, the default skin meshes or the variation meshes.

  • Add prefix: add “atoms_“ as prefix to the attributes stored on the meshes.

  • Add agentType prefix: Add the agent type inside the name of the fbx file.

 

 

Select the sequence you just created from the Level Sequence property widget.

This will fill the widget above with all the agent groups controlled by the level sequence.

 

Now select the agent groups containing the agents you want to export.

This creates a list on the right of each agent group ids. Select here the agents you want to export. You should see the selection outline of the agent you selected inside the viewport. If you select some agents in the viewport before opening the Fbx exporter tool, it will automatically select the ids from the ids list.

 

Set a valid output path where the exporter is going to write the fbx files. Se the start frame and end frame and press the export button.

 



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