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Export settings will pop-up every time you need to export your work. You can access it directly through Export FBX… part of the Main menu (or using shortcut “Ctrl+E”). Export File format is currently open to FBX only

  • Bake animations: If enabled, your FBX exported animations will be baked with 1 keyframe per frame.

  • Multi-FBX (one file per animation): If enabled, akeytsu will create one FBX per animation of the animbank, named like this : FileName_AnimName.fbx

  • Multi-FBX (one file per character): If enabled, akeytsu will create one FBX per character node of the tree, named like this : FileName_CharacterName.fbx. Please note that both Multi-FBX option can be combined

  • Export without animation: If enabled, Content will be exported without any animation. The character will remain in bind pose.

  • Export camera targets: If enabled, the camera target will be exported with its constraint. Since other DCC handles such constraint differently, you may not recover the exact same animation and level of constraint , leave this unchecked for best results

  • Export Character node (as dummy): If enabled, the Akeytsu's Character node will be exported in your FBX file.

  • Embed Media: If enabled, textures will be in the FBX file, and extracted as temporary files each time you open it. If disabled, a folder named [FBX file name]_FBX_Textures will be created next to the FBX file, containing the mesh textures (and needs to be moved with your FBX file).

  • Use ASCII format: If enabled, your FBX file will be ASCII and not binary, meaning it will be readable with a text editor.

Prefer baked animations to guarantee accurate animations.

- FBX deals with several animation aspects differently than Akeytsu.

- As a result, non-baked FBX exports are not guaranteed to be accurate with Akeytsu’s results, especially (but not only) when blending layers, and during interpolations.

- As of now, non-baked FBX export should only be used as a mean of exporting poses.
If you want accurate animations, you shall use baked export.

- As each frame is baked, the result is guaranteed to be accurate. Just make sure the exported animation is played at a framerate that is consistent with the framerate in Akeytsu.

Known issue when importing baked FBX animations in Unity 3D:             

  • IK feature is useful to lock joint positions (lock behaviour when IK targets are in red ‎in Akeytsu) 

  • You know that, in order to export the “lock effect” of your animations, you must set “Bake animations” in akeytsu export settings

  • But, when importing your fbx files in Unity, you may slightly lose the lock effect

    • In fact, by default, Unity compresses animations when it imports FBX files (in order to reduce animation weights); which suppresses some keys and leads to little moves around positions that should be locked…

Suggested solution:

  • To avoid that, you can use the Unity Inspector, and change “Anim. Compression” setting from “Keyframe reduction” to “Off” (then click on “Inspector “Apply” button”)‎.

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