Does what it says on the tin. exports your character in it's current state. that's including Appearence changes, bones and, if possible, any prims the character is wearing, linked to the same bones as in game.
This may sound like a programming headache but i believe it would help a lot of people in animation and texture design. I being the latter.
Anyone who knows me, knows how batty my AV is. short body, long limbs and a big prim head. most animations work with it, apart from ones that swinging my head around dangerously. some are more complicated and i'm sure they're like their gear in Poser so they can animate without guesswork
My real problem is texturing. i use the Animation dummy's OBJ model in Deeppaint to make my textures. it's great until i'm doing the texture of a skinny or fat guy and have to paint it on the default muscleman. i'd draw along a edge, thinking that's where the ribs are, then go ingame and find it's wrong.
I thought of asking for Appearence sliders for Poser to use but that would be a nightmare to do with faces. and if the character has a set of wings sticking out it's back. you'd want them represented on the model to paint around.
LInden Labs probley won't give the idea a chance as it's not something broken. still i think more people would design content if they didn't have to pull a row of tedious tricks just for something easier to use.
only prob i can see is people using the function to steal textures from prim objects, so the prims would have to export without them.
give it a thought, would you please?
Ru