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This page shows how to export scenes ..with Anima.


Understanding the Limitations

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For example, the 4D models cannot be embedded inside a non-anima® native format due to the exclusive technology that we have included in them. More about this in the following article: 4D Digital Humans. 

Also, when using anima® ALL, none of the subscription models that are used in the scenes can be exported to external formats because those models are provided on a rental basis only, and we need to keep them in the anima® native format to be able to verify their ownership.

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  • Exporting to external formats takes a lot of resources in time and disk space. Notice that you simply don’t need to do this step when using the plugins, you skip it completely.
  • The import process of the exported files in the 3D applications also takes time and is prone to errors, depending on the settings used (units, animation bake, skins, shaders, etc.). Again, the import process is much faster with the plugins and fully automatic.
  • The viewport performance of the destination 3D application is reduced exponentially, especially when using a high number of actors in the scenes.
  • The shaders of the actors cannot be automatically adapted to the Render Engine that you are using because the importers from the 3D applications only create standard native shaders. Instead, the anima® plugins detect your render engine and automatically adapt the shaders to them.

And this is a quick list of the advantages of using the anima® plugins:

  • Support for our exclusive 4D Digital Human type of models using state-of-the-art technology for dynamic 4D geometries.
  • Synchronize Scenes, Cameras, and Backgrounds between anima® and your 3d application using the alive™ connection.
  • Dynamically load multiple anima® scenes from the same anima® project.
  • Multiple viewport optimizations to keep up performance even with a large number of people (like dynamically limiting the number of visible actors, easy hide/show of textures respecting the render time, taking care of all the bone/skin calculations on a separate process, automatically pre-baking of all the animations, etc.).
  • Adapt the anima® materials to the render engine that you are using (we support a long list of Render Engines).
  • Generate anchor points to link other objects.
  • Playback speed control (to easily generate time-lapse or slow motions).
  • An exclusive anima® Drop panel that will let you use our models directly from inside your 3D application.
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In Unreal Engine® some of those features are not possible or even don’t make sense because of the real-time philosophy that is behind all the Game Engines.

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Finally, click on EXPORT to commit using the selected export parameters. After a bit of waiting, this was the result of the export for the sample scene:




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