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Add a Keyframe of the current pose to the Asset Editor as an additive layer.
Make Static Mesh
Create a new Static Mesh Asset from the current pose displayed by the Mesh.
Edit In Sequencer
Open the current animation in Sequencer. From this drop down you can also toggle the button to open the Animation in Control Rig or Bake the animation to Control Rig.
Animation Track Names
Displays the currently selected Animation Track's name.
Interpolation
This property controls the interpolation between key frames of animation. Linear interpolation will implement linear easing between keyframes, causing abrupt starts and stops when reaching each keyframe. Step interpolation will implement non-interpolating keyframes, which maintain their value until the next keyframe is reached.
Target Frame Rate
Listed here is the read only target frame rate the animation had been imported or created at.
Number of Sampled Keys
Here you will find a numerical read out of the number of sampled keys the current animation has been imported or created with.
Number of Sampled Frames
Listed is the number of sampled frames the animation has been imported or created with.
Resampled Animation Track Data
A list of bones being manipulated in your animation. Depending on how you export your animation, not all bones will always be animated.
Rate Scale
The speed of the animation playback. 1 is default, lower values are slower, higher values are faster.
Skeleton
Reference to the in use Skeleton Asset. This can be double-clicked to open the Skeleton Editor.
Parent Asset
Lists associated Parent Asset, only when working with Animation Montages and the currently selected AnimMontage is a Child. However, modifications to the current montage will be disabled, apart from assigning unique child behaviors through the Asset Mapping Table. This data will be used to bake out to a normal asset during cooking. Useful for mapping animations to exact timing and displacement of other animations.
Asset Mapping Table
Displays Asset Mapping Table, for use when working with Parent and Child Animation Montages. When a Mapping Table is present double-click to reference the associated Source Asset and Target Asset.
Retargeting Source
Base pose to use when Retargeting an Animation.
Retarget Source Asset
If the Retarget Source property is set to Default (None), then the selected skeletal mesh here, will serve as the base pose for use when retargeting. Transform data will be saved in RetargetSouceAssetReferencePose.
Preview Pose Asset
The default Skeletal Mesh Pose Asset to use when previewing this Skeletal Mesh - this only applies when you open one of the Animation Editor modes using the associated asset.
Asset User Data
Asset User Data is a general array of applied functions that can be attached to animations in order to derive data or perform uniform behaviors. In addition to Animation Sequences this data is shared across multiple asset types such as, Skeletal Meshes and Skeleton Assets, and attach arbitrary user data to these targets.
Allow Frame Stripping
If enabled, this will allow low priority frames of animation to be removed if the export platform requests it. Can be disabled if animation has high frequency movements that are being lost.
Compression Error Threshold Scale
Set a scale for error threshold on compression. This is useful if the animation will be played back at a different applied scale. For example, if the animation will be played on an actor or component that is scaled up by a factor of 10, then set this value to 10.
Bone Compression Settings
The bone compression settings used to compress animation data on bones in this sequence.
Curve Compression Settings
The curve compression settings used to compress Anim Curve data in this sequence.
Do Not Override Compression
For use to prevent an override of the compression scheme when running a CompressAnimations commandlet. Some high frequency animations are too sensitive and shouldn't be changed.
Additive Anim Type
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. The Current Animation is the animation you wish to add to a base animation. The Base Animation is the foundation animation form which delta can be calculated. Which base animation is selected can change how the delta is extracted. Additive Animation Type This decides what kind of additive animation you want to use. No additive: This animation is not additive and will compete with any other animation data present. Local Space: This animation is additive and delta is calculated using the local space. This is the most common option for additive animation. Using the local space as reference the additive animation can implement delta, to smoothly incorporate the additive animation data onto the existing location of the properties. Mesh Space: This animation is additive and delta will be applied in component space. This is required for Aim Offset because aim offset should be applied in component space. 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: Skeleton Reference Pose: will use the current skeleton's reference pose as the base pose. Selected Animation Scaled: will use a whole animation sequence as a base pose. BasePoseSeq must be set. Selected Animation Frame: Use one frame of an animation sequence as a base pose. BasePoseSeq and RefFrameIndex must be set (RefFrameIndex will be clamped). Frame from this Animation: Will use one specified frame of this animation as the base pose.
EnableRootMotion
If enabled, this will allow for extraction of root motion data and transfer it to in-place animation. For more information, see Root Motion.
Root Motion Root Lock