sgpuWriteModel will export one or more hierarchies of joints and transform nodes. These hierarchies can be mixed so that you can have multiple joint chains within a single model and you can have joint chains that are broken by transform nodes. You can also just have an animation of transform nodes without using any joints.
To use this command, you select the root(s) of the hierarchies that you want to export. You can export multiple root nodes, but just make sure you select the same root nodes when exporting animation.
In general, it is more efficient if you have a single transform as the root, so I would recommend that. Since Maya can have different paths to the same nodes, it might be easiest to have a special transform node in the Outliner represent your root node for exporting and then let that node have the multiple root nodes you want to export as its children.
There should not be any nodes above the selected roots that have transformation because those parent transformations would not be exported.
This command supports hierarchical rigid animation through parenting and skinned animation through influences in skin clusters. These types of animation will produce smaller animation files compared to sgpuWriteVerts because only the transformation information will be exported.
In addition, you can mix in some baked vertex animation with this command also by adding the extra attribute “Cloth” to a shape. When the exporter sees this flag is turned on, it will export object space vertex animation for this shape only. This allows you to use free form and other types of deformation on some meshes within a model that is mostly hierarchically animating.
Common syntax is:
Geometry, GXB: “sgpuWriteModel -geom”
Animation, GAB: “sgpuWriteModel -anim -bake”