![]() Big overall cleanup and refactoring in the code. Added "Show Prompt" checkbox to set wether or not you want to see the dialog before exporting (that depends on the selected format). Fixed the bug that used to crash max when you undo just after exporting something. Fixed the bug where the script would export as. No longer clear the selection after export. Removed "Export As A Single Object" button. You can now export objects that are parented to a point helper or a dummy as a single object, its name and pivot point are respectively the helper's name and location. Added a "Help" button that opens the documentation. Added the "export as a single object" feature. If you have any feedback, feel free to contact me at or in the comment section down here ) Update, Version 1.7: Perfect for exporting a lot of objects quickly.Īny meshes linked to a point helper or a dummy are merged together and exported as a single object, that way you can export objects in a non-destructive way, keeping instances, etc. The Unity Recorder documentation describes these properties in detail.This is my custom batch exporter, inspired by Jos Balcaen's Batch Export/Import, I needed some extra features so I created my own. Note: Output File properties work the same for all types of recorders. Specify the output Path and File Name pattern to save the recorded images. This object receives the transform animation on objects between Source and Destination as well as the animation on the Source itself. The object to transfer the transform animation to. Source may be an ancestor of the selected object.Source must be an ancestor of Destination.The object to transfer the transform animation from. Use this option to export the geometry of the recorded GameObject to FBX, if any. The FBX Recorder always generates an FBX file. This might result in large files and slow playback. The Recorder saves all animation keys throughout the recording, even when the animation curve is a straight line. The Recorder removes all unnecessary keys when the animation curve is a straight line, but keeps all recorded keys as long as the animation is not constant.ĭisables the animation compression. This reduces the file size but directly affects the original curve accuracy.Īpplies keyframe reduction to constant curves only. The Recorder removes animation keys based on a relative tolerance of 0.5 percent, to overall simplify the curve. Specifies the keyframe reduction level to use to compress the recorded animation curve data.Īpplies an overall keyframe reduction. Disabling the option sets the tangents to Auto (legacy).Ĭlamped tangents are useful to prevent curve overshoots when the animation data is discontinuous. Note: The FBX Recorder can only export the same component properties as the animation export feature of the FBX Exporter.Įnable this property to record the GameObject's child GameObjects.Įnable this option to set all key tangents of the recorded animation to Clamped Auto. The components of the GameObject to record.Ĭhoose more than one item to record more than one component. The FBX Recorder properties fall into three main categories:ĭefine the source and the content of your recording. The Unity Recorder documentation describes these properties in detail. Note: To fully configure an FBX Recorder, you must also set the general recording Properties for the capture (properties shared with the other recorders, such as the frames to record). This section covers all properties specific to the FBX Recorder type. Note: Alternatively, you can use the FBX Recorder through a Recorder Clip in a Timeline track. ![]() Set the GameObject to record as well as the other recorder properties according to your needs. In the Recorder window, add a new FBX recorder: select Add Recorder, and then select FBX. ![]() Open the Recorder window: select Window > General > Recorder > Recorder Window. Using the FBX Recorder from the Recorder window To use the FBX Recorder, you must install the Unity Recorder package (version 2.5.5 or higher). ![]() With the FBX Exporter and the Unity Recorder, you can export animations (including Cinemachine camera animations) directly to FBX files. ![]()
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