Maya time editor :01

What is a time editor?

Actions are made into action clips, and the time editor is edited and combined

This article is a study note, based on mixamo

  • Convert k's animation to animation clip

  • Curve Driven and Time Editor Driven

Curve drive, that is, direct k-frame drive

That is, the animation at this time comes from the content of the time editor

  • animation track

The animation track in the time editor is similar to layering, you can right-click -> create animation track

  • clip blend, cut, zoom

    • fusion

    • cut

    • zoom

  • clip grouping

  • bake

Baking - 'fragment': that is, generate a new clip fragment

Baking - 'Scene': from time editor driven to curve driven in the scene (attribute controls change from yellow to red)

  • make action library

export action

Exporting to fbx is more commonly used, for example, it needs to be imported into other software, such as unity, etc. This function can export the animation clips in the time editor one by one, which is very convenient (of course, it can also be exported all at once)

I didn't know when I was working on a project before. It's actually a stupid way to directly export the model with animation.

But here is the action library, which uses Maya's binary or Ask, you can check "Save Thumbnail/Play Preview" to save a preview video, which is convenient to find the action at that time.

Click to export!

Homebrew action library in 'Window' -> 'Content Browser'

Switch to the project, click on the time editor to see the actions we saved, and pull it into the time editor to use it. If you want to use it, you must first have a matching model in the scene, that is to say, you need to have this little boy The binding model is there, otherwise it will report the error 'No attribute configuration, no fragment created'

  • animation remapping

Map the clip animation data of one character to another character

Mapping is based on - name

So if you want to map correctly, you must have the same name

Before mapping, the respective namespaces for the roles should be created, in 'Window' - 'General Editor' - 'Namespace Editor'

  • Modify any of the homologous fragments, all fragments will be affected

  • Because they are all instances of the same resource. For example, there is a walking action, which is applied many times, if one of them is modified, then the others will also be modified

If you want to modify only one of them, you can do the following, which will regenerate a source clip

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Origin blog.csdn.net/karonneveralone/article/details/124405568