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FBX Settings Motions tab

FBX Settings Motions tab


This feature is in preview release and is subject to change.

You can process animation sequences from a single .fbx file as Motions. Each Motion produces its own .motion file. The processed runtime assets appear in Asset Browser as children of the .fbx file.

Important
Animation in your .fbx should be baked, that is, each animated channel should be keyed at every frame. Third-party animation applications might use functions and simulations to interpolate between keyframes and the results are not exported from your .fbx file unless the animation is baked into the animation channels.

For more information, see Animation Editor File Types.

Contents

Motions tab properties

[The FBX Settings Motions tab.]

Add another motion
Add an animation to export as a .motion from the .fbx file.

Name motion
Enter a name for the motion. This is the name of the .motion file that appears in Asset Browse as a child of the .fbx file.

Select root bone
Select the root bone of the animated skeleton hierarchy. By default the top parent bone of the skeleton is selected as the root bone.

Add Modifier
Modifiers add specialized options for processing assets. Choose the Add Modifier button to see a list of available modifiers:

  • Additive motion
  • Comment
  • Compression settings
  • Coordinate system change
  • Motion range
  • Scale motion

Additive motion modifier

[The FBX Settings Motion tab Additive motion modifier.]

Export the animation as an additive motion. Additive motions can be layered on top of base motions without affecting the base motion functionality.

Base Frame
Specifies the number of the base frame that contains the reference pose.

For more information, see

Comment modifier

[The FBX Settings Motion tab Comment modifier.]

Add a comment to the file. You can add a comment about changes made to the .fbx file for tracking purposes or notes on export options, for example. Comments don’t affect how files are processed and multiple comment modifiers can be added to a mesh group.

Compression Settings modifier

[The FBX Settings Motions tab Compression settings modifier.]

Reduce asset size by compressing animation. The Compression settings modifier sets tolerances for keyframe values on each transform type. If the change in a keyframe’s value from the preceding keyframe is smaller than the tolerance value set in this modifier, the keyframe is removed.

Max translation error tolerance
Specify the maximum error tolerance allowed in translation. Valid values range from a minimum of 0 to a maximum of 0.1.

Max rotation error tolerance
Specify the maximum error tolerance allowed in rotation. Valid values range from a minimum of 0 to a maximum of 0.001.

Max scale error tolerance
Specify the maximum error tolerance allowed in scale. Valid values range from a minimum of 0 to a maximum of 0.01.

Coordinate system change modifier

[The FBX Settings Motions tab Coordinate system change modifier.]

Modify the coordinate system of the motion. Third-party content creation applications and game engines use varying coordinate systems with content applications often rotating the direction of the forward axis. The Facing direction property can be set to rotate the motion 180 degrees around its up axis to account for this difference. The rotation is applied when the asset is processed and the .fbx file remains unchanged.

Motion range modifier

[The FBX Settings Motions tab Motion range modifier.]

Set the range of the animation to be exported from the .fbx file.

Start frame
Specify the start keyframe of the animation to export.

End frame
Specify the end keyframe of the animation to export.

Scale motion modifier

[The FBX Settings Motions tab Scale motion modifier.]

The Scale factor modifier sets a uniform scale for the Motion. This setting is useful if your assets are created in an application that uses a different base standard unit of measurement than Lumberyard.