Closed miquelcampos closed 10 months ago
WIP UI:
Improvements after FBX Exporter review meeting:
Do we want base animation
Layer, from Maya animation layer UI?
[x] Update the Export > Animation > Drop down menu, with all the latest animation layers in Maya. Currently does not refresh.
[ ] Looks like each For turn around time, this is not needed, and has no impact.Animation Clip
is a unique instance of the object. This should be made into a datamodel structure, where the data is stored outside of each instance, allowing for easier updating of UI elements. [Investigate further]
Sub task: Serialising Partitions #315 Unreal Import with Skeleton #309
Root motion options
- [ ] Space recorder options to edit root motion jointFBX export options:
Configuration script path for more options configurationFeature requests
The ability to set the animation layers we want on export. For example, if I make a run cycle and then make left and right variations on different layers, then export 3 different clips in one click, each one with its own unique animation layers active
Different tabs for different characters’ export settings (or a dropdown, but I personally prefer tabs)We can achieve tabs by opening different instances and docking itQuality of life requests
A) quickly check/uncheck all the anim clips to be exported (this is useful for doing things like directional aim poses where we often have to export a lot of assets at once) B) Set the playback range to the time range that's in the exported clip
SkeletalMesh partitions MEMO to research: