Export profiles define set of bones that are exported from MotionBuilder or 3ds Max. Their default location is \A4Data \anims \export_profiles .
Provided files:
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Body
File
Description
000_Multi_FullBodyABS_RHandNone_LHandNone.apr
002_Multi_FullBodyABS_RHandNone_LHandABS.apr
101_FullBodyABS.apr
102_FullBodyABS_camera.apr
110_FullBodyABS_RHandNone_LHandNone.apr
120_FullBodyABS_RHandNone_LHandABS.apr
121_UpperBodyABS_RightArmABS.apr
122_UpperBodyABS_LeftArmABS.apr
123_Head_ABS.apr
123_Head_ADD.apr
123_LHandABS.apr
124_FullBodyABS_RHandABS_LHandNone.apr
126_UpperBodyABS_RHandNone_LHandABS.apr
150_FullBodyADD.apr
150_FullBodyADD_camera.apr
151_FullBodyADD_RHandNone_LHandNone.apr
152_FullBodyADD_RHandNone_LHandNone_HipsADD.apr
250_UpperBodyADD.apr
251bis_UpperBodyADD_RHandNone_LHandABS.apr
251_UpperBodyADD_RHandNone_LHandNone.apr
252_UpperbodyADD_ArmsABS.apr
Reloads
253_UpperbodyADD_ArmsABS_RPropNone.apr
254_UpperbodyADD_ArmsABS_RHandNone.apr
255_RArmABS_RHandNone.apr
256_UpperbodyADD_LArmABS.apr
257_UpperbodyADD_LArmADD_LHandABS.apr
258_UpperbodyADD_ArmsABS_HandsNone.apr
259Bis_UpperbodyADD_LArmABS_LHandNone_LPropABS.apr
259_UpperbodyADD_LArmABS_LHandNone.apr
260_LArmADD_LHandNone.apr
262_ArmsADD_RHandABS.apr
301_LowerbodyABS.apr
401_RIndexABS.apr
Inverse Kinematics
File
Description
501_IK.apr
502_IK_RightHand.apr
503_IK_LeftHand.apr
504_IK_RightElbow_Hand.apr
Misc
File
Description
601_watch_SandY184A.apr
602_flag.apr
Weapon Idles
File
Description
700_Pistol_Idle.apr
701_Rifle_Idle.apr
702_Machinegun_Idle.apr
703_RPG_Idle.apr
704_Grenade_Idle.apr
705_PKM_magazine.apr
706_M60_magazine .apr
707_Rifle_Idle_SVD.apr
708_M249_magazine.apr
709_Machinegun_Idle_M249.apr
710_Grenade_RGB2_Idle.apr
711_Rifle_stock.apr
Generic Weapon Profiles
File
Description
720_Weapon_FireMode.apr
721_Weapon_Trigger.apr
722_Weapon_MagRelease.apr
723_Weapon_Sight.apr
With sight slider: rifle, machinegun, RPG
724_Weapon_Bolt.apr
725_Weapon_Hammer.apr
Pistol, RPG
726_Weapon_Bolt_trigger.apr
727_Weapon_Bolt_rack.apr
728bis_M203_Sight.apr
728_M16a2_Sight.apr
729_Weapon_Sight_M21.apr
Pistols
File
Description
730_Weapon_FireMode_m9.apr
731_Pistol_SlideHammer.apr
732_Pistol_SlideHammerRelease.apr
733_Pistol_SlideHammerReleaseTrigger.apr
734_Pistol_safety.apr
735_Pistol_SlideTrigger.apr
736_Pistol_Slide.apr
Generic Rifle Profiles
File
Description
737_Weapon_Sight_M249.apr
738_Weapon_Bolt_M249.apr
739_Weapon_Bolt_release.apr
740_Rifle_Bolt_Rack.apr
741_Rifle_Bolt_Rack_SVD.apr
742_Rifle_safety_trigger.APR
Machineguns
File
Description
750_Machinegun_Fire.apr
Includes dustcover
751_Machinegun_TopCover.apr
752_Machinegun_bipod.apr
753_Machinegun_bipod_M249.apr
RPGs
File
Description
760_RPG_Sight.apr
Without the sight slider
761_RPG_Sight_Front.apr
762_RPG_Safety.apr
763_RPG_Unfold_TEMP.apr
764_RPG_M72_idle.apr
Grenades
File
Description
770_Grenade_Pin.apr
UGLs
File
Description
780_M203_barrel.apr
Ground Vehicles
File
Description
801_Vehicle_Door_L01.apr
802_Vehicle_Door_R01.apr
803_Vehicle_Door_L03.apr
804_Vehicle_Door_R03.apr
805_Vehicle_Door_L02.apr
806_Vehicle_Door_R02.apr
807_Vehicle_Door_L01_BTR.apr
808_Vehicle_Door_R01_BTR.apr
809_Vehicle_Door_L01_m998..apr
810_Vehicle_Door_R01_m998..apr
811_Vehicle_Door_L02_m998..apr
812_Vehicle_Door_R02_m998..apr
820_Vehicle_Steering_Wheel.apr
840_Vehicle_Throttle.apr
841_Vehicle_Clutch.apr
842_Vehicle_Brake.apr
843_Vehicle_Starter_Switch.apr
844_Vehicle_Gearshift.apr
845_Vehicle_light_switch.apr
846_Vehicle_Handbrake.apr
847_Vehicle_Starter_Switch_BTR.apr
Aircrafts
File
Description
860_Mi-8MT_Door_L.apr
861_Mi-8MT_CyclicControl.apr
890_Vehicle_Empty.apr
Ground Vehicles
File
Description
900_Ural_Idle.apr
901_Uaz_Idle.apr
902_BTR_Idle.apr
903_M151a2_Idle.apr
904_M9231A1_idle.apr
905_M998_Idle.apr
950_Mi-8MT_Idle.apr
999_Empty.apr
FullBody_Additive.apr
FullBody_Pistol.apr
FullBody_Rifles.apr
FullBody_Unarmed.apr
GadgetIKOffset.apr
Head_Additive.apr
IK.apr
RightIndexAbsolute.apr
TEST.apr
UpperbodyAdditive_ArmsAbsolute.apr
UpperbodyAdditive_ArmsAbsolute_WeaponDummy.apr
Upperbody_Additive.apr
Vehicles_Clutch.apr
Vehicles_horn.apr
Vehicles_ShiftGear.apr
Vehicles_Throttle.apr
Weapons_Grenede_Idle.apr
Weapons_Grenede_Pin.apr
Weapons_Hammer.apr
Weapons_Idle.apr
Weapons_MagRelease.apr
Weapons_Pistol_SlideHammer.apr
Weapons_Pistol_SlideHammerRelease.apr
Weapons_Pistol_SlideHammerReleaseTrigger.apr
Weapons_Rifles.apr
Weapons_Rifles_Bolt.apr
Weapons_Rifles_Bolt_rack.apr
Weapons_Rifles_Fire.apr
Weapons_Rifles_Sight.apr
Weapons_Rifles_Topcover.apr
Weapons_RPG7_Sight.apr
Weapons_Safety.apr
Weapons_Trigger.apr
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Format
Let's use FullBody_additive.apr as an example:
$a n imExpor t Pro f ile {
# tra ckCou nt 152
#de fault F n "defaultFnMB"
$ tra cks {
"Scene_Root" "" "TRG" $ge n F n { "generateSceneRootMB" }
"EntityPosition" "Scene_Root" "TRA"
"Collision" "EntityPosition" "TRA"
"Hips" "EntityPosition" "TRA"
"LeftLeg" "Hips" "TRD"
"LeftLegVolume" "LeftLeg" "TRD"
"LeftLegTwist" "LeftLeg" "TRD"
...
}
}
Show full file
$a n imExpor t Pro f ile {
# tra ckCou nt 152
#de fault F n "defaultFnMB"
$ tra cks {
"Scene_Root" "" "TRG" $ge n F n { "generateSceneRootMB" }
"EntityPosition" "Scene_Root" "TRA"
"Collision" "EntityPosition" "TRA"
"Hips" "EntityPosition" "TRA"
"LeftLeg" "Hips" "TRD"
"LeftLegVolume" "LeftLeg" "TRD"
"LeftLegTwist" "LeftLeg" "TRD"
"LeftKnee" "LeftLegTwist" "TRD"
"LeftKneeVolume" "LeftKnee" "TRD"
"LeftKneeTwist" "LeftKnee" "TRD"
"LeftFoot" "LeftKneeTwist" "TRD"
"LeftToe" "LeftFoot" "TRD"
"RightLeg" "Hips" "TRD"
"RightLegVolume" "RightLeg" "TRD"
"RightLegTwist" "RightLeg" "TRD"
"RightKnee" "RightLegTwist" "TRD"
"RightKneeVolume" "RightKnee" "TRD"
"RightKneeTwist" "RightKnee" "TRD"
"RightFoot" "RightKneeTwist" "TRD"
"RightToe" "RightFoot" "TRD"
"RightLegClothF" "Hips" "TRD"
"RightLegClothB" "Hips" "TRD"
"LeftLegClothF" "Hips" "TRD"
"LeftLegClothB" "Hips" "TRD"
"Spine1" "Hips" "TRD"
"Stomach1" "Spine1" "TRD"
"Spine2" "Spine1" "TRD"
"Spine3" "Spine2" "TRD"
"Stomach2" "Spine3" "TRD"
"Spine4" "Spine3" "TRD"
"Stomach3" "Spine4" "TRD"
"Spine5" "Spine4" "TRD"
"Neck1" "Spine5" "TRD"
"Neck2" "Neck1" "TRD"
"Neck3" "Neck2" "TRD"
"Head" "Neck3" "TRD"
"LeftShoulder" "Spine5" "TRD"
"LeftArm" "LeftShoulder" "TRD"
"LeftArmVolume" "LeftArm" "TRD"
"LeftArmTwist" "LeftArm" "TRD"
"LeftForeArm" "LeftArmTwist" "TRD"
"LeftForeArmVolume" "LeftForeArm" "TRD"
"LeftForeArmTwist" "LeftForeArm" "TRD"
"LeftHandUpperVolume" "LeftForeArmTwist" "TRD"
"LeftHand" "LeftForeArmTwist" "TRD"
"RightShoulder" "Spine5" "TRD"
"RightArm" "RightShoulder" "TRD"
"RightArmVolume" "RightArm" "TRD"
"RightArmTwist" "RightArm" "TRD"
"RightForeArm" "RightArmTwist" "TRD"
"RightForeArmVolume" "RightForeArm" "TRD"
"RightForeArmTwist" "RightForeArm" "TRD"
"RightHandUpperVolume" "RightForeArmTwist" "TRD"
"RightHand" "RightForeArmTwist" "TRD"
}
}
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#trackCount defines the number of track lines
#defaultFn defines the bones' default function to be used
$tracks lists bones, bone's parent, export type and eventually a function reference.
Export Type
T means T ranslation
R means R otation
S means S cale
A means A bsolute (not additive)
D means D ifferential (additive)
Examples
TRA means T ranslation and R otation, A bsolute
RD means R otation, D ifferential
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 (T ranslation & R otation A bsolute).
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 (T ranslation & R otation D ifferential) so that some movement from the animation playing underneath it comes through, but with the arms and fingers exported with TRA (T ranslation & R otation A bsolute) so that they are precise and grab exactly where the magazine/rifle/etc is.