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Mesh and Texture Export

The SynthEyes exports have historically been intended to export primarily the camera path and tracker locations, not any meshes present in the scene, as those meshes were originally expected to be useful only for tracking verification. The presence of the set reconstruction tools has changed that situation, of course.

The details of exactly what can be exported from SynthEyes to any given export target vary on a target by target basis. Filmbox (FBX) exports a robust set of information.

Though it is of course nice to have everything happen automagically at the press of a button, that will not necessarily be the case, and for many targets, may not even be possible, if the target does not support a full set of 3-D mesh features.

Accordingly you may have to confine yourself to elements such as cards, or might have to manually transfer 3-D elements to your target package.

SynthEyes can produce Alias Wavefront ".OBJ" files which should be readable by every reasonable 3-D package. After you create a mesh, you can export it using the Mesh as A/W .obj file exporter. You will have to position and orient it in the same location within your target application.

Fortunately, in the case of tracker-based meshes, the situation is quite simple: tracker meshes always have their mesh origin at the world coordinate system origin, ie vertex coordinates are always their location in 3-D. You can always position a tracker mesh correctly by placing it at the origin, with no extra rotation.

For a primitive-based mesh, you will need to obtain the correct coordinates from SynthEyes's 3-D panel. The orientation can be a bit trickier, as the orientation angles are not standardized from program to program. If you have boxes and cones etc aligned with the coordinate system axes, it should be relatively easy to reorient them correctly.

For more complex situations, you can ask SynthEyes to export your primitive- based meshes like the tracker-based meshes, ie but converting all the vertex locations from relative coordinates to world coordinates, removing the effect of the translation, rotation, and scaling that have been applied to the primitive. To do this, use the Meshes in Scene as .obj exporter. When you import these meshes into your target position, you should position them at the origin with no rotation, just as with the tracker-based meshes.

The meshes-in-scene exporter can export multiple meshes in one go, but you should not use that capability if you have extracted textures for them! Instead, select and export them one at a time, using the Selected Meshes option of the export.

Once you have repositioned the meshes within your animation package, you should re-apply their respective textures, using the appropriate texture file on disk. (This is why you should not export multiple meshes as one object, because they will each need a separate texture file.)

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