Well come to exporting your model in this video you will learn how to set up the.
X export and understand why we use it.
Realize that your model is currently only suitable for Blender.
The export doesn't fully work in the models current state.
So let's hop straight on over into blender.
Even though this and the following lectures are focussed on exporting to other packages your want to
follow along.
Even if you don't want to do this at the moment.
So you gain an understanding of how things need to be set up and also give you a deeper understanding
into how to set up a rig in a very neat and concise manner.
Right so over in blender you may be confronted with this.
If you were to open up your screen afresh now don't worry we're on the image slash euv editor to do
with Blender.
Now usually Obviously you'd see something there but because I've quit the program and come back in it's
opened up how it was last time so it's going to go down here to the.
What was the 3D Ed header.
And actually just change it back to 3D view so we can see our lamp now.
If we export this let's go through the options we've got of exporting.
Now if we go to file and export it gives a series of options down here.
Now there are various options down here we're going to be focussing on F X because it is a standard
father will work across multiple platforms whether you need to import to another 3D package or whether
you're importing it into a game engine.
So let's go ahead and click on export.
Okay so we end up with our file management system here and I've already got a file that I've been testing
called lamp mesh export FBI so I'm going to click on that and that's the one I'm going to overwrite
essentially.
Now down here in the lower left we have a lot of different options.
I suggest you leave the version alone.
Now applying units.
What's going on here now.
This is the orientation of our model.
Now I believe I'm not quite sure I might go into let's go and check which way forward is and which way
up is.
So just cancel that for the moment and hop around our model.
Okay so let's make sure it's in it's the fault pose and nothing else.
As go on the outline here select the rake.
In post mode which is great.
It's going to zoom in on a bit of our model.
I mean orthographic projection at the moment and it's going to toggle out of that right.
Let's show our rakes I can move it's about.
Excellent.
Let's select the entire rack and just make sure that there's no extra rotations applied.
Brilliant.
Okay.
So our model is looking.
Sashi Looking backwards looking along the x axis so make that clear.
If I were to look down the axis of x rays you can see the red arrow just here on the screen.
That would be looking down x.
That would be looking down why.
Now of course you're looking backwards.
So that would be negative y and this would be negative x.
So in this case the lamp is actually orientated round this way.
So the.
Orientation would be as X is forward.
And of course Z being up.
So let's go ahead Angola file.
Export sbx right forward X and up is Z perfect.
Now a few of the extra ones down here we've got the empties that you've got in the scene the camera
the lab.
I'm going to leave all of those selected seal it's you going to export everything.
This in our scene and we're going to leave all the other ones as they are for the moments.
So I'm just going to click exports here.
And that has save for far.
Now do note and this is quite important.
If you've already got an export file labelled and you go and export again with the same file name it
will overwrite it without asking you Are you sure.
Now these in Asia were so used to the computer asking us Are you sure you want to do that.
Well in this particular case it's just going to overwrite it.
So bear that in mind when doing exports.
So just follow along with me for a moment as we go in have a look at our exports when it's brought in
to to game engines.
So I'll be pausing the video whilst these things load up and let's just see how they come in.
Okay some over in unity here and you have to bear with me because I'm not a unity expert but I know
I need to import a new assets and I'm going to go ahead and select my sbx file.
Here we go.
I found it here and I'm going to bring that into our scene and click in drag and that'll drop it in
as we can see here something's gone horribly wrong.
It's not looking at all like it should do.
A hacker.
So things are always skew whiff and not where we want them to be.
In fact this has an animation along with it that if we play that animation and thinks oh something's
happening.
Oh that looks horrible.
The base is moving by itself.
And as it's on completely the wrong plane and everything else.
So that's not very good.
The lamp isn't moving the rigs are not attached to the lamp.
Lots of mess going on there so that's no good.
Let's see how it happens in our real.
In fact when I first tried to import this into the Unity engine there lamp wasn't even attached to the
lampshade wasn't even attached to the rest of the body.
So I'm not quite sure why it's actually come across quite as neat as it was but it's still not right.
Okay so let's go ahead.
In the unreel engine and just go ahead and import with everything as defaults.
Import all.
Got a couple of warnings along the way.
And also lots of things in here let's go for the lamp if we can find it.
Lamp mesh.
That looks like it's arm back drop.
Lovely.
Also looks like it's our back drop.
OK.
So one of the lessons we can learn here is there's lots of things that can be imported.
Do you need all of them.
So the first thing I think we need to go and do is make sure that our model only has the vital bits
in it.
In fact looking along here our lamp doesn't even seem to be in the FBI x file.
When unreal reads it.
So we need to sort that out.
It's a bit useless at the moment.
So over back in blender The first thing we're going to need to do is make everything a little neater.
So all I want left in my scene is the lamp and it's armature.
I don't want anything else.
I also want to make sure that any curve objects that we've created are solidified into a mesh because
we're going to need it to be a mesh object later on.
I've got a challenge for you guys.
Okay I'd like you to simplify the scene save as a new blender file and make sure you include the word
export in that new blender file to see you know what it's for.
Make sure that any curve objects are converted into a mesh object and then finally remove everything
from the scene.
That isn't part of the lamp or armature.
Possibly now and give that a go.
Okay guys.
Welcome back.
Let's hop straight on over into blender.
Right.
So looking at our lamp.
Let's go ahead straightaway and remove some of the stuff that's a bit further out so we going to remove
the back drop.
It's not part of our lamp.
Before we do this let's go file safe has almost rushed ahead and I'm going to call it animated lamp
exports savours blend file animated lambeck sports at the top.
Brilliant right.
I'm going to delete this.
A lighting plane is about now I can't actually select that at the moment.
I can select the lamp that it's parents to but I can't select it because it is probably.
Here we go.
No not that one the plane here are turned off selecting in the outliner.
That's what their little arrow means.
Right.
I can now delete that.
I'm going to delete the camera as well.
Now in our model let's have a look.
Down here we've got a couple of objects that are curved objects the lampshade outline and the lampshade
profile.
Well let's.
The lampshade profiles the one I care about.
Let's select.
That's.
And.
Object convert to mesh from curve or Oulton see.
We've got that there in the here we can keep the original.
But in this case I don't want so.
So that's absolutely fine.
Over in the operator panel and I'm going to delete the lampshade outline essence of that's there the
spot lamp that's in here.
I'm going to remove that as well.
That's not part of the lamp.
The lower arm has an empty associated with it.
The mirror axis that can go now as well.
Let's see.
Any other note that's fine.
We've got some old archaic stuff here so the base curves can be deleted.
The base curve outline can be deleted as well.
The base mesh old can be deleted.
That leaves us I think pretty much with the only bits we need.
The lamp break and the meshes themselves.
Excellent.
How did you guys do.
I hope you've ended up with a nice clean model and I will see you in the next lecture.