Exporting Skinned Avatars
- Last UpdatedJul 04, 2023
- 1 minute read
When you export the definition of a skinned avatar (avatar_def.mwx), this exports information about all the meshes that compose the character.
The objects to export are:
-
A dummy called Anim_ma. The dummy contains the information about every single mesh.
-
A light called avatar_Omni01. The light does not contain user-defined properties.
Topics
Code example
A code example for exporting a skinned avatar.
$CharacterV1
{
iVersion = 1
szID = Andrea
$Mesh
{
szName = Worker03
szMaterial = VcTxtLmEmBmGmSpHlit
szCubeMap = salva_cubemap.dds
szLight = avatar_Omni01
bSkinned = true
byMaxWeights = 2
fEmissiveMul = 1
fCubeIntensity = 0.01
fBaseLitVal = 1
}
...
}

Exporter options
For each MWX file, select the export options.
-
Select the Prefer World Space Data check box.
-
Select the Export Hidden/Frozen check box.
