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Here you can define a list of animation bone compression codecs to try when compressing bone data in an Animation Sequence. The available Codes are as follows:
Anim Compress Bitwise Compress Only: Focuses on Bitwise compression and retains all keys. Anim Compress Least Destructive: Restores any present animation compression to raw data. Anim Compress Per Track Compression: Focuses compression to a per- track basis, and compresses each track individually. Anim Compress Removes Every Second Key: Removes every second key present in the animation. Anim Compress Revolve Linear Keys: Removes any keys that are unchanged from surrounding keys. Anim Compress Removes Trivial Keys: Removes any keys where position and orientation of Assets are unchanged from surrounding keys.
Empty entries in the list are ignored when running bone compression on the Animation Sequence. However, the list must contain at least one codec in order to compress the bone data.
You can apply a Bone Compression Settings Asset in the Animation Sequence's Asset Details panel, under the Bone Compression Settings property.
When using curves to drive animation sequence properties, curve compression can provide a useful resource to maintain your project's performance.
The Curve Compression Settings Asset has the following configurable properties:
Define the animation curve compression Codec. The available codec types you can choose are as follows:
Compressed Rich Curves: Only targets and compresses Rich Curves. Uniform Indexable: Compresses curves so that their points are indexable for other features to access. Uniformly Sampled: After compression, any curves will be sampled at a uniform rate.
You can apply a Curve Compression Settings Asset in the Animation Sequence's Asset Details panel, under the Curve Compression Settings property.
Here, you can find related Animation Sequence features you can use when working with Animation Sequences in your project.
Animation Attributes
Import and use custom animated FBX attributes in your Animation Sequences.
Animation Curves
Animate Material Parameters, Morph Targets, and other properties synchronized to your animations using Animation Curves.
Retarget Manager
Breaks down the Retarget Manager options within the Skeleton Editor.
Animation Notifies
Overview
Creating Animations
Editing Animation Sequences
Sharing Animations
Animation Compression
Animation Sequence Features
Importing Animations
Sequencer
Additive Animation Tracks
Record Feature
Bone Compression Settings
Curve Compression Settings
Import Animation
When importing an FBX file that contains animations, enable this property to import the animations as Animation Sequence Assets.
Animation Length
Exported Time: Imports animations at their exported lengths, based on time. Advanced Time: Imports animations at the length for which there is animation data present. Set Range: Imports animations at a set range of frames as defined in the Frame Import Range property.
Override Animation Name
If used, this property will override the name of the animation being imported with the given name. By default, animations will be imported with the name of the FBX file.
Import Meshes in Bone Hierarchy
If enabled, meshes nested within bone hierarchies will be imported separately instead of being converted to bones.
Frame Import Range
Defines the frame range that will be used when importing animations. Only used when Animation Length is set to Set Range.
Default Sample Rate
If enabled, all present animation curves will be sampled at 30fps.
Custom Sample Rate
Defines a custom sample rate to import animation data. If this is set to 0, Unreal Engine will automatically find the best sample rate.
Import Custom Attribute
If enabled, imports any FBX attribute as a Curve, or as an Animation Attribute.
Delete Existing Custom Attribute Curves
If enabled when re-importing, any present custom-attribute curves will be deleted.
Delete Existing Non Curve Custom Attributes
If enabled when re-importing, all previous non-curve attributes will be deleted.
Import Bone Tracks