soxware.com

Version: 1.03p01

Animation Converter
  1. Animation Converter Manual
    1. Video Tutorial 1
    2. Video Tutorial 2
  2. User Interface
      1. Convert
      2. GetAnimationType
      3. GetAllGenericRootMotionBones
      4. GetVersion
      5. CloneWithoutComponents
      1. class Configuration
      2. struct PrefabPair
      3. struct ConstrainMask
      4. enum AnimationType
      5. enum KeyReductionMode
  3. Support / FAQ
  4. Release Notes
  5. Credits

class AnimationConverter.Configuration

Description

This class holds all configuration parameters for setting up the conversion.

Properties

Type Name Description
AnimationConverter.PrefabPair[] Prefabs All prefabs of the models related to the animations that should be converted.
GameObject DestinationPrefab The prefab configured with as same animation type as the destination animation type.
AnimationConverter.AnimationType DestinationAnimationType Defines the animation type the animation clips should be converted to.
string OutputDirectory The directory in which the converted animations should be stored. The directory needs to be relative to the "Assets" folder (e.g. "Assets/Converted Animations").
bool SampleHumanoidHandIK Defines if Mechanim's humanoid IK (Inverse Kinematics) should be enabled for the hands while sampling the humanoid animation. This is only relevant when converting a humanoid animation to generic or legacy.
bool SampleHumanoidFootIK Defines if Mechanim's humanoid IK (Inverse Kinematics) should be enabled for the feet while sampling the humanoid animation. This is only relevant when converting a humanoid animation to generic or legacy.
bool GenerateGenericRootMotion Defines if root motion should be generated when converting from humanoid to generic.
AnimationConverter.ConstrainMask ConstrainRootMotionPosition Constrains the root bones position x, y or z value. Only supported when converting from humanoid to generic/Legacy.
AnimationConverter.ConstrainMask ConstrainRootMotionRotation Constrains the root bones rotation x, y or z value. Only supported when converting from humanoid to generic/Legacy.
AnimationConverter.KeyReductionMode KeyReduction The key reduction strategy.
float KeyReductionPositionError Defines how much error (in the form of maximum delta deviation in percentage) the 'lossy' KeyReduction mode should tolerate when reducing position curves. A smaller value results in a better looking animation and a bigger file size.

ATTENTION: The key reduction algorithm is a custom implementation. Passing the same values used with Unity's key reduction algorithm can produce different results.
float KeyReductionRotationError Defines how much error (in the form of maximum delta deviation in percentage) the 'lossy' KeyReduction mode should tolerate when reducing rotation curves. A smaller value results in a better looking animation and a bigger file size.

ATTENTION: The key reduction algorithm is a custom implementation. Passing the same values used with Unity's key reduction algorithm can produce different results.
float KeyReductionScaleError Defines how much error (in the form of delta deviation in percentage) the 'lossy' KeyReduction mode should tolerate when reducing scale curves. A smaller value results in a better looking animation and a bigger file size.

ATTENTION: The key reduction algorithm is a custom implementation. Passing the same values used with Unity's key reduction algorithm can produce different results.

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