Repository URL to install this package:
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Version:
7.1.8.3036-r0 ▾
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; Alchemy 3ds Global UI Settings
[Alchemy3dsExporter]
;****************************************************************************
; Viewer controls group
;
; Refresh the embedded viewport Alchemy viewer
Export_PC = 1
; export the display to psx2
Export_DisplayPsx2 = 0
; export the display to xbox
Export_DisplayXbox = 0
; export the display to gamecube
Export_DisplayGamecube = 0
;****************************************************************************
; Object types group
;
; if true exports the mesh
Include_Geometry = 1
; if true exports the lights
Include_Light = 1
; if true exports the camera
Include_Camera = 1
; if true exports the textures of the mesh
Include_Textures = 1
; if true exports the LOD meshes
Include_LOD_Mesh = 1
; if true exports the skinned meshes
Include_Skinned_Mesh = 1
;****************************************************************************
; Geometry export rollup
;
; if true exports the normals of the mesh
Include_Normals = 1
; if true exports the vertex colors
Include_Colors = 1
; if true exports the material attached to each mesh
Include_Material = 1
; if true we do not duplicate instantiated object
Do_Not_Copy_Instantiate_Mesh = 0
; if true, force to export indexed geometries
Indexed_Geometry = 1
; Backface cull flag
; enum FaceCullType {DEFAULT = 0,DISABLE,BACKFACE,FRONTFACE};
Back_Face_Cull_Type = 2
;****************************************************************************
; Misc export rollup
;
; height of the buffer where the procedural textures are rendered
Height_Of_Rendered_Procedural_Texmap = 64
; width of the buffer where the procedural textures are rendered
Width_Of_Rendered_Procedural_Texmap = 64
;****************************************************************************
; Animation export rollup
;
; if true exports animation
Include_Animation = 1
; if true samples the animation matrices for export
Sample_Key_Frame = 0
; number of keyFrame we want to dump when we export placement matrix
Number_Of_Key_In_Sampled_Animation = 100
; Selects the type of animation
; 0 Repeat
; 1 Loop
; 2 Bounce
; 3 Clamp
Animation_Type = 0
; if true dumps each frame of a non-Bone animation
Dump_Animated_Mesh = 0
; number of frames we want to dump when we have non-bones animation
Number_Of_Frame_In_Dumped_Animated_Mesh = 1
; value of the frame used to export other animations (texture, material)
Number_Of_The_Static_Frame = 0
;****************************************************************************
; Properties for objects rollup
;
; is the object collidable (unused by the scene graph)
Collidable = 1
; is the object invisible
Invisible = 0
; is the object dynamic (keeps the transform)
Dynamic = 0
; when true then a segment node should be created for the selected group
Segment = 0
; if true add an external entry to this node in the igbfile
; this is useful when using part of the scene from the igb file
; It should alway be set to false in this file
Add_Entry_In_IGB = 0
;****************************************************************************
; Optimizer options rollup
;
; turn on/off the optimizer
Optimizer = 1
; use psx2 set ofoptimizations
Optimizer_Psx2 = 0
; use xbox set of optimizations
Optimizer_XBox = 0
; use gamecube set of optimizations
Optimizer_Gamecube = 0
; use pc set of optimizations
Optimizer_Pc = 0
; use custom set of optimizations
Optimizer_Custom = 1
; custom optimization file
OptimizationFile = PCOptimizations.ini
; when optimizing, save an unoptimized version as well
Save_Unoptimized_Reference = 0
;****************************************************************************
; Externalization and save options rollup
;
; flag to tell if we are going to extract part of the file
; or create a full igb igb file
Save_FullIGB = 1
; save the master file
SaveMaster = 1
; if true then the tagged objects are externally referenced
Extract_Object = 1
; extract and save the objects
SaveObjects = 1
; path for external ibjects
ObjectPath =
; if true then the animations are externally referenced
Extract_Animation = 1
; extract and save the animation databases
SaveAnimation = 1
; path for external animation databases
AnimationPath =
; The next two settings are distinct in the ini file.
; In the max exporter, if you set "External References for Images"
; will set both settings but show only the PNG one.
; If true then the png file are not saved in the igb (even if Save_FullIGB is true)
; (this is the setting shown in the exporter UI)
Externalize_Png = 0
; If true then the tga file are not saved in the igb (even if Save_FullIGB is true)
Externalize_Tga = 0
;****************************************************************************
; These settings should not be changed
; The exporter relies on these to be set correctly.
;
; max number of matrices per triangle (skinning)
Maximum_Matrix_Per_Triangle = 256
; max number of matrices per vertex (skinning)
Maximum_Matrix_Per_Vertex = 4