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Resource Export

Export as FBX

  • Resources must be exported in FBX format.

  • Export from DCC software, ensuring that both the model and skeleton are included.

  • During export, verify the skeleton count against the skeleton verification table.

  • Do not modify the skeleton hierarchy or count.

General Guidelines

Select Components:

  • Include the model and skeleton (including bones, attachment points, and terminal bones).

Axis Settings:

  • Set Up Axis to Z-up.

Animation Panel Settings:

  • Uncheck Animation during export.

External Outfit Components

  1. Included Parts:
    • Top, bottom, gloves, and shoes (four parts).
  2. Bone Selection:
    • Select all bones (including attachment points and terminal bones).
    • Total bone count: 139.
  3. Model Selection:
    • Select the clothing model.
  4. Total Entity Count:
    • Bones + Model = 140.
  5. Export as FBX:
    • After selecting the components, click Export FBX and configure the export settings accordingly.

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  • Once exported, the resources can be uploaded to the GPark Editor for integration.

Internal Outfit Components:

Included Parts: Top, bottom, gloves, and shoes (four parts).

Bone Selection: Select all bones, including attachment points and terminal bones.

  • Total Bone Count: 84.
  • Total Entity Count: Bones + Model = 85.

Export Process:

  • Click Export FBX and configure the FBX settings.

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  • Upload: Once exported, the resources can be uploaded to the GPark Editor:

Hair

Attachment Point Reset

  • Select the Hair_Root virtual body attachment point and reset its coordinates to zero.
  • Rotate the Y-axis by 90 degrees.

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  • Unprocessed Model: When the skin modifier is disabled, the model coordinates do not align with the Hair_Root attachment point.

  • Example: Front hair before processing.

  • Processed Model: After processing, when the skin modifier is disabled, the model coordinates align perfectly with the Hair_Root attachment point.

  • Example: Front hair after processing.

  • Complete Hairstyle Export: Double-click Hair_Root to select both the hair skeleton chain and hair model.

    • For hairstyles differentiated into front and back sections, select the front hair model with HairA bones and back hair model with HairB bones separately, and export the skin weight information.

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  • Collapsed Model Skin Data: Reapply the skin modifier to the collapsed model.

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  • Bone Influence Limit: Set the vertex influence limit to 3

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  • Load Exported Skin Weight Data

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  • Match by Name, then choose confirm.

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  • At this stage, disabling the skin modifier will prevent the model from snapping back or deforming unexpectedly (e.g., front hair as an example).
  • If the coordinate reset operation is not performed, the hair will be incorrectly attached to the wrong position in the editor.

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Export

Complete Hairstyle:

  • Double-click Hair_Root to select both the hair skeleton chain and the hair model.

Separated Front and Back Hair:

  • Select the front hair model + HairA bones and the back hair model + HairB bones separately.
  • Export each as an individual FBX file.

Entity Count:

  • The total number of exported entities will depend on the number of custom bones in your setup.

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  • Click Export FBX & FBX Export Settings (Verify Options):

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  • After exporting, compress the files into a zip archive and send them to the operations team for processing.