Sequence nodes tell the exporter how to export animation data over a given range of frames in Maya. They are required if animation is to be exported. The sequence node contains a variety of information such as the name of the animation sequence, start and end frames, cycling and blend information, and frame rate. See the section on Sequence Node Parameters (coming soon) for more details about sequence objects.
Sequence Nodes are actually just empty group objects with custom attributes added to them. The naming convention for sequence nodes is Sequence_name. Sequence nodes must always be prefixed with Sequence_, otherwise they will not be exported. Sequence nodes can be created and edited manually, but it is far easier to create them from the dtsUtility window.
1. Open simpleShapeAnimation.mb from the File Pack.
The shape has been animated from frames 0 to 30. Note that only the highest level of detail is animated, and the lower detail levels are not.
2. Open the dtsUtility window.
3. Click the Create Sequence Node button to create a sequence node.
4. In the channel box, rename the sequence to Sequence_simpleAnimation.
Note: Make sure to leave Sequence_ at the beginning of the name. The exporter identifies sequence objects using that prefix.
5. Leave the Start Frame attribute at 0, and set End Frame to 30.
6. Export the shape as simpleShapeAnimation.dts and load it in the ShowTool.
The shape will be animating when you load it. Use the detail slider to go through the detail levels and notice that all of the details are using the animation from the main detail level. This is because the engine discards the transform data of the lower detail levels and uses the transform data from the highest detail level.