Model Data Storage

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Click "Save Model Data" from "File" in the menu to save the edited model file to a model file in another format. As long as the model data is loaded, you can save the model at any time (except during animation playback).

モデルデータを保存

When you click "Save Model Data", a save model file dialog appears, so select the extension from "File Type" below. The file format of the model that can be saved is ". elem」「. x". Depending on the saved file format, the save settings will change.

保存するファイル名

  • .elem
  • .x (shared version only)

「. elem" file

「. ELEM" files are file formats that can be output by Elfreina. You can register multiple meshes, and you can also combine hierarchical structures, render mesh lists, and animation data together.

After saving, the dialog below will appear.

エルフレイナ拡張モデルファイル保存ダイアログ

Storage Type

Model data only

Stores only vertex and face information. It does not include hierarchical structures, render mesh lists, or animation data.

Including animation data related

In addition to model data, it also stores hierarchical structures, render mesh lists, and animation data.

option

Bring meshes together

If multiple meshes are loaded in Elfreina, they will be output together as a single mesh. If you make it a single mesh, you will not be able to split the mesh. It is mainly used for input-only software such as games and viewers. On the other hand, it is better not to summarize it when using it for re-editing such as elfreina.

Save each name with an alphanumeric name

It is used when importing model data with software that can only use alphanumeric names. For example, it is used when the character code can only be read as "Shift-JIS" or "ASCII".

Remove tab indentation of files to reduce file size

The .elem file is in text format, but if this check box is checked, each line will not have a tab indent. This allows you to reduce the file size to some extent. However, do not check software that requires tab indentation (tab indentation is not relevant in Elfreina).

Magnification

You can output the model by changing the size when saving. 1.0 is the original size.

Apply and save current posture

In animation mode, if you set this check box and save it when you are in some posture by moving a bone, the state of that posture will be saved as model data. Basically, it is used when only model data is saved. (It would be strange to animate with this checked data)

Meshes to save

A list of imported meshes appears. You can set any mesh to be saved here. Meshes that are checked will be saved.

"Model data only" save setting item

「モデルデータのみ」の保存設定項目

Output vertex blend data

Specify whether to add vertex blend data to the model data and save it. Vertex blend data alone is rarely used, and if only model data such as Elfreina is used, the amount of data is reduced if it is not checked.

Save setting item "Including animation data"

「アニメーションデータ関連も含む」の保存設定項目

Save the mesh

You can specify whether to save the model data.

Output hierarchical structure

Check it out because it's necessary to animate the mesh. On the other hand, if you do not save the mesh, you do not need a hierarchical structure.

Animation List

You can choose which animations to save. The checked items are saved.

「. x" file (shared version only)

「. X" file is a model file format provided by Microsoft. The same ". X" files also have several data formats.

After saving, the dialog below will appear.

「.x」ファイル(

Varieties of X Files

Normal single mesh X file

Combines the currently loaded model data into a single mesh and outputs it.

X-file with skinned mesh animation

The meshes are combined, but the vertex blend and animation data for the skin are output.

X file format

Save the X file in text or binary format.

option

Magnification

You can specify the size of the model at the time of output.

Compress files

You can reduce the size of a file by compressing it. Both text and binary can be combined.

Output coordinates

Traditional coordinate formats

Outputs the coordinates of the bones and animations of the model with the coordinates previously output by Elfreina.

Lightwave-supported coordinates

Prints in a format that matches the coordinates of the X file that Lightwave outputs.

Meshes to save

A list of imported meshes appears. You can set any mesh to be saved here. Meshes that are checked will be saved.

"Normal Single Mesh X File" save setting item

「通常の単一メッシュXファイル」の保存設定項目

Blend data enrichment

Add vertex blend data to a regular single mesh X file.

Vertex duplication enrichment

Add vertex duplication information to a normal single mesh X file.

Save setting items for "X file with skin mesh animation"

「スキンメッシュアニメーション付きXファイル」の保存設定項目

Save the mesh

Set whether to save the mesh data.

The frame in which to save the mesh

Specify the frame in which to save the mesh data.

How to output frames

Output only key frames

Output only the created key. The amount of data is reduced, but the interpolation between the keys is left to the replaying application.

Output all interpolated frames

The values between the keys are output in frames calculated by the interpolation method specified in Elfreina. When played in other applications, roughly equal animations are possible, but the file size is considerably larger. If you also want to output the last frame, check the box.

How to save the initial posture

Add compositing to animation data

Synthesize the initial pose into animation data. It is the standard method for animated X files.

Initial posture hierarchy frame added to each hierarchy frame

An initial posture hierarchy frame is added to each hierarchy frame. However, the number of hierarchical frames is doubled.

Frames per second

An X file can only have one frame per second, so specify it here. If the number of frames per second specified for each animation in Elfreina is different, the number is automatically converted.

Do not save unchanged animation data

Removes animation data that does not change movement at all when played. This can reduce file size and improve playback performance to some extent.

Add one empty key to ensure inactivity

When you play an animation that partially has no animation data, the previously played animation data may remain. Make sure to add only one piece of non-moving data to prevent that.

Animation List

You can choose which animations to save. The checked items are saved.