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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
- Additive motion modifier
- Comment modifier
- Compression Settings modifier
- Coordinate system change modifier
- Motion range modifier
- Scale motion modifier
Motions tab properties
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
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
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
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
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
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 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.