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Animation Compression Codec Reference
Reference the settings and properties of the Animation Compression Codecs.
Overview
Bone Compression
Curve Compression
Compression Codecs
Codecs
Here you can define a list of animation bone compression codes to try. To add a new Codec array, use Add (+) in the Codecs property. After adding a codec, additional properties will populate the field, relevant to the codec you have selected. 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 bone data. For a detailed description of each available codec, and a description of their additional properties, see the Bone Compression Codec Reference documentation.
Error Threshold
When compressing, the best codec below this error threshold will be used. Value of .1 is the default value.
Force Below Threshold
When enabled, any codec, even one that may increase the file size of an Animation Sequence, with a lower error will be used, until it falls below the threshold.
Codec
Here you can define a curve compression codec. To set a Codec array, use the drop-down menu to select a codec. After adding a codec, additional properties will populate the field, relevant to the codec you have selected. Empty entries in the list are ignored when running bone compression on the animation sequence. However, the asset must contain a codec in order to compress curve data. For a detailed description of each available codec, and a description of their additional properties, see the Curve Compression Codec Reference documentaion.
Max Curve Error
Set the maximum error threshold allowed when compressing Rich Curves. By default this value is 0.
Use Anim Sequence Sample Rate
When enabled, the Error Sample Rate property's value will be used to determine the Animation Sequence's sample rate during compression.
Error Sample Rate
When the Use Anim Sequence Sample Rate property is enabled, the Animation Sequence will use this property's defined value as the sample rate to use when measuring the curve error. By default this value is 60.
Remarks
Add Event Handler Group
An Event Handler determines how an emitter responds to incoming events. For each event, you create an Event Handler Properties item and a Receive Event item. There can be multiple events in each emitter.
Events currently do not work with GPU simulation. They can only be used with CPU simulations.
In order to use an Event Handler, you need to first place an Event Module in the Particle Update group of the emitter that is generating the event. For example, if you want the particles in Emitter B to follow the particles in Emitter A, you would place a Generate Location Event module in the Particle Update group of Emitter A. Then you would add an Event Handler to Emitter B, along with a Receive Location Event item, to listen for that location event.
In order to use events properly, make sure to enable Requires Persistent IDs in the Emitter Properties item of any emitter that is generating events.
This controls which particles have the event script run on them. Available options are:
Be careful with this mode, as it can lead to a large amount of runtime work.
Event Handler Properties
Receive Event Modules
Source
Click the dropdown to select the source emitter and event.
Execution Mode
This controls which particles have the event script run on them. Available options are: Spawned Particles: The event script is run only on particles that were spawned in response to the current event in the emitter. Every Particle: The event script is run on every existing particle in the emitter. Be careful with this mode, as it can lead to a large amount of runtime work.
Max Events Per Frame
This sets the number of events that are consumed by this event handler. If the number of events generated is greater than this value, those additional events will be ignored.
Spawn Number
This controls whether or not particles are spawned as a result of handling this event. If Random Spawn Number is checked, this indicates the maximum number of particles spawned.
Min Spawn Number
If Random Spawn Number is checked, this indicates the minimum number of particles spawned.
Random Spawn Number
Check this box to randomly generate the number of particles that spawn as a result of handling this event.
Receive Collision Event
This is required to listen for a generated collision event (created by the Generate Collision Event module in the Particle Update group). Optionally, you can enable Inherited Collision Velocity Scale to determine how much of the parent velocity particles will inherit.
Receive Death Event
This is required to listen for a generated death event (created by the Generate Death Event module in the Particle Update group). Optionally, you can enable Inherited Velocity Scale to determine how much of the parent velocity particles will inherit.
Receive Location Event
Inherited Velocity: This determines how much of the parent velocity the particles inherit. Use Acceleration: Extrapolate from the incoming event's acceleration to determine the new position. Inherit Parent Normalized Age: This sends the maximum of either the receiving particle lifetime or the parent particle lifetime. Spawn Count: This indicates how many particles are spawning as a result of this event.
Remarks