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Set the following properties to control how the compression codec removes linear keys from the animation data: Max Pos Diff: Set a maximum position difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. Max Angle Diff: Set a maximum angle difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. Max Scale Diff: Set a maximum scale difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. Max Effector Diff: As keys are tested for removal, we monitor the effects all the way down to the end effectors. If their position changed by more than this amount as a result of removing a key, the key will be retained. This value is used for all bones except the end-effector's parent. Min Effector Diff: As keys are tested for removal, we monitor the effects all the way down to the end effectors. If their position changed by less than this amount as a result of removing a key, the key will be retained. This value is used for all bones except the end-effector's parent. Effector Diff Socket: Set an error threshold for End Effectors with Sockets attached to them. Typically End Effectors with Sockets are more important bones, where you may want to be less aggressive with compression to retain more detail. Parent Key Scale: Set a scale value which increases the likelihood that a bone will retain a key if its parent also had a key at the same time position. Higher values can remove shaking artifacts from the animation, at the cost of compression. Retarget: When enabled, nodes will be adjusted to compensate for compression errors, as the animation is compressed. When disabled, no node adjustment will occur. Actually Filter Linear Keys: When enabled, the final filtering step will occur, or only the retargeting after Bitwise compression. If this property is enabled and the Retarget property is disabled, then the linear compressor will do no better than the underlying bitwise compressor, and be extremely slow. |
Compression |
Set the following properties to control how the compression codec formats the compressed animation data: Translation Compression Format: Set the format for bitwise compression of translation data. See the Compression Format Reference for more information. Rotation Compression Format: Set the format for bitwise compression of rotation data. See the Compression Format Reference for more information. Scale Compression Format: Set the format for bitwise compression of scale data. See the Compression Format Reference for more information. Description: Set a description for this codec. |
AnimationCompressionAlgorithm_RemoveEverySecondKey |
Set the following properties to control how the compression codec removed keys: Min Keys: Animations with fewer than MInKeys will not lose any keys. Start at Second Key: When enabled, the codec will begin to remove keys from the second key. For example, keys 1, 3, 5 will be removed. When disabled, the codec will begin to remove keys from the first key. For example, keys 0, 2, 4 will be removed. |
Compression |
Set the following properties to control how the compression codec formats the compressed animation data: Translation Compression Format: Set the format for bitwise compression of translation data. See the Compression Format Reference for more information. Rotation Compression Format: Set the format for bitwise compression of rotation data. See the Compression Format Reference for more information. Scale Compression Format: Set the format for bitwise compression of scale data. See the Compression Format Reference for more information. Description: Set a description for this codec. |
LinearKeyRemoval |
Set the following properties to control how the compression codec removes linear keys from the animation data: Max Pos Diff: Set a maximum position difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. Max Angle Diff: Set a maximum angle difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. Max Scale Diff: Set a maximum scale difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. Max Effector Diff: As keys are tested for removal, we monitor the effects all the way down to the end effectors. If their position changed by more than this amount as a result of removing a key, the key will be retained. This value is used for all bones except the end-effector's parent. Min Effector Diff: As keys are tested for removal, we monitor the effects all the way down to the end effectors. If their position changed by less than this amount as a result of removing a key, the key will be retained. This value is used for all bones except the end-effector's parent. Effector Diff Socket: Set an error threshold for End Effectors with Sockets attached to them. Typically End Effectors with Sockets are more important bones, where you may want to be less aggressive with compression to retain more detail. Parent Key Scale: Set a scale value which increases the likelihood that a bone will retain a key if its parent also had a key at the same time position. Higher values can remove shaking artifacts from the animation, at the cost of compression. Retarget: When enabled, nodes will be adjusted to compensate for compression errors, as the animation is compressed. When disabled, no node adjustment will occur. Actually Filter Linear Keys: When enabled, the final filtering step will occur, or only the retargeting after Bitwise compression. If this property is enabled and the Retarget property is disabled, then the linear compressor will do no better than the underlying bitwise compressor, and be extremely slow. |
Compression |
Set the following properties to control how the compression codec formats the compressed animation data: Translation Compression Format: Set the format for bitwise compression of translation data. See the Compression Format Reference for more information. Rotation Compression Format: Set the format for bitwise compression of rotation data. See the Compression Format Reference for more information. Scale Compression Format: Set the format for bitwise compression of scale data. See the Compression Format Reference for more information. Description: Set a description for this codec. |
AniamtionCompressionAlgorithm_RemoveTrivialKeys |
Set the following properties to control how the compression codec removes trivial keys from the animation data: Max Pos Diff: Set a maximum position difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. Max Angle Diff: Set a maximum angle difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. Max Scale Diff: Set a maximum scale difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. |
Compression |
Set the following properties to control how the compression codec formats the compressed animation data: Translation Compression Format: Set the format for bitwise compression of translation data. See the Compression Format Reference for more information. Rotation Compression Format: Set the format for bitwise compression of rotation data. See the Compression Format Reference for more information. Scale Compression Format: Set the format for bitwise compression of scale data. See the Compression Format Reference for more information. Description: Set a description for this codec. |
ACF None |
This formant retains all 32 floats, performing no compression. This format essentially retains raw animation data. |
ACF Float 96No W |
This format only compresses rotation quaternion X, Y, and Z rotation data, as a float32 and the W component is dropped and reconstructed during decompression. This format retains near raw animation data with minimal precision loss. |
ACF Fixed 48No W |
This format only compresses rotation quaternion X, Y, and Z rotation data, and is stored on 16 bits each, as quantized data. The quaternion (W) component is also dropped. |
ACF Interval Fixed 32 No W |
This format stores the compressed values on 11-11-10 bits per component with range reduction. For rotations, the quaternion (W) component is dropped. |
ACF Fixed 32No W |
This format stores the compressed values on 11-11-10 bits per component. For rotations, the quaternion (W) component is dropped. |
ACF Float 32No W |
This format stores compressed values using a custom float format with 6 or 7 bits for the mantissa and 3 bits for the exponent. For rotations, the quaternion (W) component is dropped. |
ACF Identity |
This format always returns the quaternion (W) to the rotation track. |
Max Curve Error |
Set the maximum error allowed when compressing the rich animation curves. |
Use Anim Sequence Sample Rate |
When enabled, the animation will be compressed using the Animation Sequence sample rate. When disabled, the animation will be sampled using the Error Sample Rate property's value. |
Error Sample Rate |
When the Use Anim Sequence Sample Rate property is disabled, set the value that will be used for the animation's sample rate, when compressing. |
Use Anim Sequence Sample Rate |
When enabled, the animation will be compressed using the Animation Sequence sample rate. When disabled, the animation will be sampled using the Error Sample Rate property's value. |
Error Sample Rate |
When the Use Anim Sequence Sample Rate property is disabled, set the value that will be used for the animation's sample rate, when compressing. |
Remarks |
This codec uniformlysamplesanimation curves when compressing Animation Sequences. Here you can reference the Uniformly Sampled codec's properties and a description of their function: |
Animation Pose Assets |
In Unreal Engine, animation Pose assets are stored skeletal mesh poses that you can use in your project, as an animation target or reference point. |
Pose assets save the position of the mesh geometry as well as the skeleton data. Pose assets can contain a single static pose, or many poses, saved as animation curves within the asset. |
There are many ways to create an animation Pose asset. |
While working in the Skeleton Editor, skeletal mesh editor, or the animation sequence editor, you can create a pose asset, using the create asset button in the animation editor Toolbar to save the current skeletal mesh position as an animation Pose asset. |
You can also create an animation Pose asset from an entire animation sequence by right-clicking the asset in the Content Browser and selecting Create > Create PoseAsset from the context menu. |
After selecting Create PoseAsset, the Create Pose Asset window will open, where you can select which animation sequence you wish to create an animation pose asset from. |
When generating a Pose asset from an entire animation sequence, Unreal Engine will create a pose for each frame of animation. The generated poses will then be accessible using animation curves present in the Pose Asset. |
You can sequentially input any desired names for the generated pose curves by typing a name on a new line for each curve or frame of animation, in the [OPTIONAL] Pose Names field. |
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