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The Main Menu gathers classic File, Import/Export and Help features.

How do i open the Main Menu?

This menu is available at the top left corner by clicking on the Akeytsu logo.

In Akeytsu you can create or open as much files (or scenes) as you want simultaneously. They are displayed as docked tabs to the software top edge ().

Now let's discover the Main Menu different commands:

  • New Scene - Create a new empty scene
  • Open Scene... - Open an existing scene.

Discover Akeytsu with the Akeyboy!

Please use our Akeyboy file (model and animations) to discover Akeytsu. You can open the Akeyboy file via the Welcome window or by clicking on Main Menu -> Open Scene... -> Templates -> akeyboy_sample.akt.
  • Close Scene - Close the current scene.
  • Recent Scenes - Display a list of recently saved scenes. Click on an entry to open it.
  • Save Scene - Save the current scene.

AKT file format

Saved datas use the Akeytsu proprietary file format: AKT format.

About save/import/Export paths

Since Akeytsu 2019-2-1 : Save path location is the path where the file was loaded from. Similarly, export FBX path is deduced from FBX import, and the same goes for AKNM paths


  • Save Scene As... - Save the current scene with name and path to be determined by the user.
  • Import... - Import an FBX/OBJ/Collada file into the current scene.

FBX and AKNM file format only

About import/export format files, Akeytsu only imports FBX/OBJ/Collada and exports only FBX file at the moment. Other standard formats are planned in the future. However using the Anim Bank window, you can import and export your animations using the AKNM format file (Akeytsu proprietary file format).

  • Export FBX... - The current entry leads to different FBX export modes:
    • Export Scene: This is the standard export as it exports each object in the scene and all the animations.
    • Export Scene (only selected animations): The Tree content is exported with only the selected animation(s) in the Anim Bank for the current Character. Other characters are exported without animation.
    • Export Selection: Only objects selected in the Tree and their descendants are exported. If a character is selected, all its animations will be exported.
    • Export Selection (only selected animations): Only objects selected in the tree and their descendants and selected animations are exported. If an animation is selected but the linked skeleton is not, the animation won’t be exported.


FBX Export Options

  • Bake animations: If enabled, your FBX exported animations will be baked with 1 keyframe per frame.
  • Use ASCII format: If enabled, your FBX file will be ASCII and not binary, meaning it will be readable with a text editor.
  • 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).
  • Export without animation: If enabled, Content will be exported without any animation. The character will remain in bind pose.
  • Export Character node (as dummy): If enabled, the Akeytsu's Character node will be exported in your FBX file.

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.


Unity 3D

Known issue when importing baked FBX animations in Unity:             

  • 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”)‎.
  • Export to Sketchfab... - Allow you to login to your Sketchfab account (or create one if necessary) and then export directly your animation(s) into Sketchfab.
  • UndoDisplay the list of last actions. Click on an action to undo it and the following ones.
  • Redo - Display the list of last undone actions. Click on an action to redo it and the previous ones. 

Undo/Redo Options

Into the general preferences, you can set the Undo Redo maximum action count. It is set by default on 100 actions.

  • Help - Access to the Help Menu displaying:
    • Manual and FAQ: Link to Akeytsu manual documentation and FAQ
    • Tutorials: Link to our video tutorial page
    • Home Page: Link to Nukeygara website
    • License: Open the "License" window.
      • The "License" window is the dialog where you enter/activate your Akeytsu license.
      • The "Manage License" command leads to the Signin/Login page on Nukeygara website in order to access the License management page in your account.
    • About: Informations about your Akeytsu version
  • Quit - Close Akeytsu. You will be prompted with a dialog box to handle unsaved modified files if there are any.
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