DAE Exporter Manual

 Export Skinned Mesh + Animation

After exporting non-skinned mesh, now let's get down to some real business, exporting skinned mesh with animation clips.

Skele's DAE exporter is versatile, it can export model with multiple pieces of skinned meshes and multiple pieces of non-skinned meshes together in one DAE archive.

First, bring up the DAE Exporter as we did in the prev page (Export non-skinned mesh);

This time we'll use a complex multiple meshes model, Unity-chane, as the example model.

ExporterAll

To export this model, we will take these steps:

  1. Drag the UnityChan GameObject from Hierarchy window into the first line's ObjectField;
  2. Click the "Auto Find" button, it will automatically collect all skinned meshes + non-skinned meshes in this model to fill the SMR & MF entries;
  3. [optional] Put the animation clip in the AnimClip ObjectField; (NOTE: this clip can NOT be Humanoid clip)
  4. Click "Export" button and select location to save the exported archive;

After these steps, you will be able to find the exported mesh in specified location.

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In v1.9.3, we added the new feature to export multiple clips in one time.

You could check the video tutorial:

You could have seen that in the video, we had exported 2 clips with the model, and after clicking "Export" we got 3 archives:

  • "export.dae": this archive contains the mesh, no animation data is included;
  • "export@ clip1.dae": this archive contains only the animation data for "clip1", no mesh is included so as to save project space;
  • "export@ clip2.dae":this archive contains only the animation data for "clip2", no mesh is included so as to save project space;

This is the Unity standard split clips method. You could check this Unity Manual Page to get familiar with how Unity handles splitting animation clips.

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* When would I export an animation clip?

1. Skele's Bone-editor can make non-humanoid clips, but if you need to use humanoid clip, you could export the clip with model into the project, and import it as Humanoid rig type, the containing clip will be available as humanoid clip now; Also you could extract the mesh + anim in DAE archive to edit them in external software too.

2. There're many humanoid clips for sale on Unity AssetStore. In usual case, you're unable to edit them. With DAE exporter and MuscleClipConverter (check it in the "Utility" manual), you could edit them in Unity or in external softwares.