- The exporter looks for an armature called "Armature" (case sensitive)
- Bones must following Gunz and
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starting with "Bip01 " and using ".L" or ".R" to define left/right half. If you look at the console output from importing an ELU you will see such meshes using such conventions. These meshes are used to create the bones of a skeleton from their world oreintation.
- Bones are converted to spherical meshes during export and will leave artifacts in your scene so be sure to save before exporting. In the future it will be possible to export your own defined bone models as in the original ELU files (look at #3)
- It's best practice to use a pre-existing armature by importing one from an ELU.
- You must use vertex groups. Although you can use bone envelopes as a starting point in defining those vertex groups.
With the above list in mind and you can watch
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. That should provide you will all the information needed.