This option facilitates backward compatibility as it generates the FBX file the same way as earlier releases of the plug-in. No conversion takes place and the exported data is unaffected.įCurves so their values reflect the new World system.Īdds a transformation node to the top of the scene to contain the transformations needed to transport the data into the new World system. This command lets you set an export conversion method. Setting this command to False ensures that the animation data is not filtered.įBXExportAxisConversionMethod This eliminates constant keys on aįCurve and helps to reduce the size of resampled SeeĪnimation in the FBX Export Options for more information.įBXExportAppl圜onstantKeyReducer -v Ĭonstant Key Reducer. Use this script to export only animation. addWidget( self.The following MEL commands are used to emulate export options in the FBX export user interface.Īdd the -s flag if you want to change the export process so it exports the selected objects instead of an “export all” operation. animation_clip_checkbox, SIGNAL( 'toggled(bool)'), self. bake_animation_checkbox, SIGNAL( 'toggled(bool)'), self. 'IMPORTANT: Untick "Resample Curves" in Unity to keep the stepped ' setToolTip( 'After baking animation, attempt to set tangents to step. setToolTip( 'Apply euler filter to rotation after baking.') 'For safety, this requires saving the file before.') setToolTip( 'Use a customized bake method. setToolTip( 'Only export animation without geometry. setToolTip( 'Include input connections when exporting.') setContentsMargins( margin, margin, margin, margin)īutton_small_height = apply_dpi_scaling( 22)īutton_large_height = apply_dpi_scaling( 26) Main_vertical_layout = QVBoxLayout( main_widget) Pass # Prevent key press events to propagate to Maya pluginInfo( 'fbxmaya.bundle', q = True, loaded = True): remove_clip_button = QPushButton( 'Remove Selected Clips') add_clip_button = QPushButton( 'Add Clip') start_end_radio = QRadioButton( 'Start/end') time_slider_radio = QRadioButton( 'Time slider') animation_only_description = QLabel( 'Blendshapes are not exported') # we need both of these to make the window order behave correctly setMinimumWidth( apply_dpi_scaling( 350)) Window = ExportFbxToUnity( parent = get_main_maya_window()) Return wrapInstance( long( ptr), QMainWindow) Maintain step tangent for keys (useful for stop-motion style animation) Get_main_maya_window Function create Function delete Function ExportFbxToUnity Class _init_ Function keyPressEvent Function hideEvent Function delete_instance Function after_open_file Function remove_callbacks Function show_window Function create_window Function create_label Function create_spacer_item Function create_separator_layout Function toggle_start_end Function toggle_bake_animation Function toggle_animation_clip Function add_clip Function remove_clip Function table_cell_changed Function set_export_path Function export Function bake Function get_time_range Function custom_bake Function remove_non_transform_curves Function apply_euler_filter Function export_fbx Function close_window Function save_file_option Function save_time_range_option Function save_input_connections_option Function save_constraints_option Function save_animation_only_option Function save_bake_animation_option Function save_euler_filter_option Function save_has_stepped_option Function save_animation_clip_option Function save_animation_clip_data Function load_options Function load_clips Function apply_dpi_scaling FunctionĬustomized bake process and fbx settings suited for use with Unity and possibly other game engines as well.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |