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Medium Importance Proportion
Percentage of animation data that is moved into the streamable medium tier. All three proportion fields must sum to 1.0.
*Low Importance Proportion**
Percentage of animation data that is moved into the streamable lowest tier. All three proportion fields must sum to 1.0.
Strip Lowest Importance Tier
Whether or not to strip entirely the lowest tier (once stripped, it cannot be streamed).
Max Stream Request Size KB
Maximum IO stream request size (small reads perform more poorly and should be avoided).
Preview Visual Fidelity
Which visual fidelity level to use for preview in the editor (editor only, transient). The preview visual fidelity field is meant to help preview in the editor what the animation quality will be once data is streamed at a particular fidelity level. By default, the editor always shows the highest visual fidelity.
Rotation Format
Select the rotation format to use. The ACL plugin supports three rotation formats: Quat Full Bit Rate, Quat Drop W Full Bit Rate, and Quat Drop W Variable Bit Rate. The Quat Drop W Variable Bit Rate option is almost always the best choice which is why they are set as the defaults. The Quat Full Bit Rate, and Quat Drop W Full Bit Rate options can be used as a safety fallback and for debugging purposes. You can select a format from the following options, using the drop down-menu: Quat Full Bit Rate: Compressed data to 32 bits floats, which essentially retains raw animation data. Quat Drop W Full Bit Rate: Compresses data to X, Y, and Z 32 bit floats and drops quanterion (W). Quat Drop W Variable Bit Rate: Compresses data using a variable bit rate to store X, Y, and Z data, dropping the quanterion (W). The variable bit rate is the ideal choice and the other option is provided for debugging purposes.
Translation Format
Select the translation format to use. You can select a format from the following options, using the drop down-menu: Vector3 Full Bit Rate: A debug option that uses the full bit rate of the Vector 3 value. Vector3 Variable Bit Rate: The variable bit rate is the ideal choice and the other option is provided for debugging purposes.
Scale Format:
Select the scale format to use. You can select a format from the following options, using the drop down-menu: Vector3 Full Bit Rate: A debug option that uses the full bit rate of the Vector 3 value. Vector3 Variable Bit Rate: The variable bit rate is the ideal choice and the other option is provided for debugging purposes.
Constant Rotation Threshold Angle:
Set the threshold used to detect constant rotation tracks.
Constant Translation Threshold:
Set the threshold used to detect constant translation tracks.
Constant Scale Threshold:
Set the threshold used to detect constant scale tracks.
Curve Precision
The curve precision to target when compressing the animation curves, if there is not an animation curve associated with the present Morph Targets in the source asset.
Morph Target Position Precision
When the Morph Target Source property has a definition, set the desired precision of morph target curves in world space units to target when compressing morph target animation curves. This guarantees that morph target deformations meet the specified precision value (0.01 cm is the default).
Morph Target Source
Set a Skeletal Mesh that is used to extract the Morph Target curves to be compressed using the Morph Target Position Precision value. If an Animation Curve is mapped to a Morph Target within the source asset, the Morph Target Position Precision property's value will be used to calculate the compression precision. If there is not a Animation Curve present, then the Curve Precision will be used instead.
Remarks
To add a Skeletal Mesh asset, use the drop-down menu, and select the applicable asset.
Add Simple Collision to a Static Mesh
These options create basic collision shapes:
Steps
W, E, R
Switch between Translation, Rotation, and Scale tools.
Delete
Will delete the currently selected Physics Body or Bodies.
F
Will focus on the currently selected Physics Body or Bodies.
Ctrl + Left Click
Adds a Physics Body to the selection.
Alt + Left Drag (On a manipulation widget)
Duplicates a Physics Body.
Remarks
Once a simple collision shape is created, it can be moved, rotated, and scaled into the desired position. You can create more than one collision shape for more complex Static Meshes.
Animation Retargeting
Animation Retargeting is a feature that allows animations to be reused between characters that use the same Skeleton asset but may have vastly different proportions. Through retargeting, you can prevent your animated skeletons from losing their proportions or becoming unnecessarily deformed when using animations from differently shaped characters. With Animation Retargeting it is also possible to share animations between characters that use different Skeleton assets as long as they share a similar Bone Hierarchy and use a shared asset called a Rig to pass animation data from one Skeleton to the other.
Suppose you have multiple characters that you would like to share animations between A base character, a short stocky character, and a tall skinny character.
Before retargeting is applied, you can already use animations between any Skeletal Meshes that share the same Skeleton asset. However, when you have differing proportions, as shown above, you can get some unsightly results. Notice how the short character gets unnecessarily stretched and the tall character gets compacted, both so that they can fit onto the Base Character's skeletal proportions.
Once retargeting is applied to the characters, the differences in their proportions are taken out of the equation and the animation plays properly on each character. You can also go to Show > Non-Retargeted Animation from the Viewport options and see the difference in the original skeleton (shown in beige) and the current skeleton (white). Notice how on the Base Character, the beige non-retargeted bones perfectly match the skeleton.