GameVsJam/3d Prototyp/Assets/UMotionEditor/Manual/ProjectSettings.html

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<p class="versionText">Version: <b>1.29p03</b> </p>
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UMotion Manual
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<li class="file"><a href="UMotionManual.html">UMotion Manual</a></li>
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<h1 class="headline1" id="">Project Settings</h1><img src="images/ProjectSettings.png" class="image"></img>
<p class="imageText">Project Settings Window</p><h2 class="headline2" id="">Project Settings</h2><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Rig Type</td>
<td class="themeTableCell">Displays the current animation rig type (Humanoid or Generic). Read only.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Legacy Rig</td>
<td class="themeTableCell">This option can only be set for generic clips. The exported clips will be compatible with Unity's legacy animation system.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Chain Neighbour Keys</td>
<td class="themeTableCell">When this option is enabled, the keys on the same frame of every channel in a property are linked (default: enabled). This ensures that each channel in e.g. the position property (x, y and z) has a key at the same frame.</td>
</tr>
</table><h2 class="headline2" id="ExportSettings">Export Settings</h2><p class="textBlock">These settings are used by the <a href="ImportExport.html" class="link">Clip Export Process</a>.</p><p class="textBlock"><b>Important:</b> If you have problems with your exported animations, take a look at the <a href="ExportingAnimationsFAQ.html" class="link">Exporting Animations FAQ</a>.</p><table class="themeTable">
<tr class="themeTableRow">
<th class="themeTableHeader">UI Element</th>
<th class="themeTableHeader">Description</th>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">File Format</td>
<td class="themeTableCell">
<ul class="listMain">
<li class="listItem"><span class="listText"><b>Anim:</b> Exports animation clips in Unity's proprietary *.anim file format.</span></li>
<li class="listItem"><span class="listText"><b>Fbx Binary:</b> Exports animation clips as binary *.fbx files.</span></li>
<li class="listItem"><span class="listText"><b>Fbx ASCII:</b> Exports animation clips as text (ASCII) *.fbx files. Text *.fbx files consume more disk space than binary files.</span></li>
</ul>
For FBX files it is also possible to select the file version. The default file version (2011) is tested to be compatible with most common 3D software.
</br>
</br>Please note that Blender does not support FBX files in ASCII format.
</td>
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<td class="themeTableCell" style="white-space: nowrap;">Write Mode</td>
<td class="themeTableCell">
<ul class="listMain">
<li class="listItem"><span class="listText"><b>Export As New File:</b> The export operation creates a new file and overwrites an existing file.</span></li>
<li class="listItem"><span class="listText"><b>Update Existing File:</b> Exports animation clips into an existing file. Existing animation clips (takes) with a same name are overwritten. This is useful for attaching animations to an existing 3D model. Converts the existing file into the *.fbx format defined above.</span></li>
</ul>
</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Clip Treatment</td>
<td class="themeTableCell">
<ul class="listMain">
<li class="listItem"><span class="listText"><b>One Clip Per File:</b> Exports every animation clip of the UMotion project as separate file. The name of the file is the name the clip has in the UMotion project.</span></li>
<li class="listItem"><span class="listText"><b>All Clips In One File:</b> Exports all animation clips of the UMotion project into one file. Please note that the frame rate is defined globally in a *.fbx files. That means that all animaion clips in one *.fbx file have the same framerate. If the exported clips have different framerates, the framerate of the first exported clip defines the global framerate of the *.fbx file.</span></li>
</ul>
</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Keyframe Reduction</td>
<td class="themeTableCell">
<ul class="listMain">
<li class="listItem"><span class="listText"><b>Lossless:</b> Removes only redundant keys.</span></li>
<li class="listItem"><span class="listText"><b>Lossy (Fbx only):</b> Tries to reduce the Fbx file size by applying a key reduction strategy that tolerates a specified amount of error. This can greatly reduce the Fbx file size. Please note that usually the Fbx file size does not directly influence the size of a built game as Unity resamples the animation clips on import (i.e. for humanoid animations or if "Resample Curves" is enabled).</span></li>
</ul>
</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Position Error</td>
<td class="themeTableCell">Tolerated error threshold for position curves in generic units.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Rotation Error</td>
<td class="themeTableCell">Tolerated error threshold for rotation curves in generic units.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Scale Error</td>
<td class="themeTableCell">Tolerated error threshold for scale curves in generic units.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">File Scale</td>
<td class="themeTableCell">This scale is applied to *.fbx files when exporting. The default file scale is 0.01 to convert from Unity which uses meters to centimeters (usually used in *.fbx files). When the exported animation should be used on the Unity Asset Store, a file scale of 1 should be used.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Rotation Offset</td>
<td class="themeTableCell">Select a bone/transform that should get a rotation offset applied in the exported file. This is useful if the exported animation isn't rotated correctly.</td>
</tr>
<tr class="themeTableRow">
<td class="themeTableCell" style="white-space: nowrap;">Destination Folder/File</td>
<td class="themeTableCell">
<ul class="listMain">
<li class="listItem"><span class="listText">When exporting <b>One Clip Per File</b>: Defines a directory where to export all animation clips as separate files.</span></li>
<li class="listItem"><span class="listText">When exporting <b>All Clips In One File</b>: Defines the file in which all animation clips should be exported to.</span></li>
</ul>
</td>
</tr>
</table>
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<p class="textBlock" style="float:left">Copyright © 2017 - 2021 Soxware Interactive ALL RIGHTS RESERVED</p>
<p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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