This window contains two panels by default, the Asset Details panel and the Skeleton Tree panel. From this drop down you can also toggle the button to open the Animation in Control Rig or Bake the animation to Control Rig. For more information see, Exporting and Importing FBX Files.Īdd a Keyframe of the current pose to the Asset Editor as an additive layer.Ĭreate a new Static Mesh Asset from the current pose displayed by the Mesh. With this button you can export the current animation asset for the current Skeleton either as Animation Data or a Preview Mesh. You can use this button to apply Animation Compression to your animation to reduce the animations resource demand. If the location is not known or cannot be located, Unreal will prompt you to browse for the file you wish to Reimport. With this button you can reimport Animations from their original file's location on your computer. Here is a list of unique buttons found in the Animation Sequence Editor Toolbar and a description of their functionalities. Here is an highlighted overview of the Animation Sequence Editor, showing the following tools and windows: In the Animation Sequence Editor, you can edit and preview animation Sequences, Montages, Curves, and more. The Animation Sequence Editor provides access to the various animation-centric assets available for Skeletal Meshes in Unreal Engine.
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