Export profiles define set of bones that are exported from Blender, Motion Builder or 3ds Max. Their default location is
\anims\export_profiles
.
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Arma Reforger default data does not contain any export profiles; some are provided along Enfusion Blender Tools (EnfusionBlenderTools-Data.zip) - see Enfusion Blender Tools - Installation.
#defaultFn defines the bones' default function to be used
$tracks lists bones, bone's parent, export type and eventually a function reference.
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defaultFn should remain empty if you are exporting animations using Blender! Otherwise additive animations will be exported incorrectly.
Export Type
T means Translation
R means Rotation
S means Scale
A means Absolute (not additive)
D means Differential (additive)
Examples
TRA means Translation and Rotation, Absolute
RD means Rotation, Differential
The combination of these creates a type of animation that can be used in different contexts. For example, a walking animation would definitely use every single part of the body, so it would probably contain all of the bones in exported with TRA (Translation & Rotation Absolute).
But an animation for a reload would most likely not export the legs (Pelvis is the first bone, with no parent) the Spine bones would be exported with TRD (Translation & Rotation Differential) so that some movement from the animation playing underneath it comes through, but with the arms and fingers exported with TRA (Translation & Rotation Absolute) so that they are precise and grab exactly where the magazine/rifle/etc is.
Creation
Generation of default export profile for selected model
Workbench have a small option which can assist with creation of new export profiles. When importing a new model in Workbench, there is option called Generate Default Profile in Import Settings of the model.
After checking this option and then pressing Reimport Resource, model will be reimported as usual + Workbench will also prepare a new export profile containing all bones located in the model in proper order & hierarchy. This new animation profile (.apr) file is by default created in /anims/export_profiles/ folder of currently used addon and exact path can be also found by looking at the Console Log window - over there there should be a log entry mentioning status of the export and location of generated file.
This option is quite useful when importing new models with complex skeleton like new custom characters (which don't use existing skeleton) or vehicles. Using this file, it is also possible to prepare derivatives for various other types of animations which might be useful in Animation Editor.
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Once default animation profile is created, it is worth to uncheck Generate Default Profile option to avoid constant generation of this profile whenever mesh is changed.