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Here is a list of unique buttons found in the Animation Sequence Editor Toolbar and a description of their functionalities. |
This window contains two panels by default, the Asset Details panel and the Skeleton Tree panel. |
The Animation Asset Details panel is a context-sensitive property editor where you can edit and modify settings pertaining to the selected Animation Sequence and its assets such as, Blend Spaces, Animation Montages and Animation Notifies. |
This property controls the interpolation between key frames of animation. |
Overview |
Animations can be used as absolute or additive. When absolute animations are set to control the same bones, each will compete and influence one another. Additive animations can circumvent this issue by having priority of their respective region so as not to conflict with other animations. Additive Animation |
The Additive Animation calculates the delta, or the displacement value, from their starting position of the base animation and the current animation. You can then apply the difference of delta to any base animation with an Additive Animation. With Additive Animations you can create different permutations of animations by applying this delta to different base animations. |
Two necessary components are needed to create an additive animation. |
Additive Animation Type |
This decides what kind of additive animation you want to use. |
There are many different ways to obtain the base animation pose to which the additive animation can be derived. After selecting which additive animation type, the options are as follows: |
Root Bone will be locked to the following selected position when extracting root motion. |
Select the desired animation range, or length to import. |
You can also double-click an animation from the Asset Browser panel to open its Asset Details. |
Skeleton Tree panel displays the Skeletal Hierarchy of the current Skeleton Asset where you can create and edit skeleton Sockets and define settings related to Animation Retargeting. |
Although the Skeleton Tree is accessible in the Animation Sequence Editor, the panel and its contents are more relevant to the Skeleton Editor which you can find by following the link below. |
Skeleton Editor |
The Viewport window is where you can preview playback of animation assets on your selected Skeletal Mesh and provides information about your assets. |
To see more information about the Viewport features unique to the Animation Editors, please see the Animation Viewport window. |
The Editor Details panel, similar other Details Panels found in Unreal Engine, is primarily used for modifying options that have been added while working in the Asset Editor. For example, when you select a bone from the Skeleton Tree window, the Details panel will populate with options related to the selected bone. |
For more information about The Editor Details Panel, see the Skeleton Editor documentation. |
Also located in this section is a tab for the Preview Scene Settings panel which enable the ability to control the preview settings such as selected animation, applied Skeletal Meshes, as well as viewport lighting and Post Process settings. |
The Asset Editor is a contextual window that will change its interface and features based on the type of animation asset opened. You can playback and modify Blend Spaces, Animation Montages, and more. |
Here you will find links to the various animation assets in Unreal Engine. Each page contain descriptions of the asset type as well as an explanation of the unique Asset Editor layout and its properties. |
Similar to Content Browser the Asset Browser is where you can view and filter animation assets associated with the current Skeleton Asset. |
With the forward and backward buttons, you can navigate between previously selected animations. |
Here you can toggle the Other Developers filter to view assets located in other developers folders. For use on shared server team based projects. |
With the settings button you can access the Asset Browser's many settings, such as to toggle View Options such as the Advanced Details column, to view more advanced information about the listed assets. |
Consistent color coding between the Asset Browser and the Content Browser is applied to each type of animation asset for easier distinction between asset types. |
Animation assets can be opened in the Animation Sequence Editor, or the Content Browser from the Asset Browser by double-clicking the desired asset. Depending on the asset opened, the Asset Editor will populate with tools and properties relevant to the asset type automatically. |
Before opening an asset you can hover your cursor over the asset to view advanced details. |
Toolbar |
Asset Details / Skeleton Tree |
Viewport |
Details / Preview Scene Settings |
Asset Editor |
Asset Browser |
Animation Asset Details |
Skeletal Tree |
Reimport Animation |
With this button you can reimport Animations from their original file's location on your computer. If the location is not known or cannot be located, Unreal will prompt you to browse for the file you wish to Reimport. |
Apply Compression |
You can use this button to apply Animation Compression to your animation to reduce the animations resource demand. |
Export Asset |
With this button you can export the current animation asset for the current Skeleton either as Animation Data or a Preview Mesh. For more information see, Exporting and Importing FBX Files. |
Key |
Subsets and Splits
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