Exporting Animation DataMonday, September 17, 2018 12:43 AM
Animation data for the character can be exported in 2 main ways: Images/Video/Fbx and Game Engines.
The user can export animation data in a variety of file formats in this mode.
- PNG Images
Export animation frames as a series of numbered PNG images in this submode.
- PNG Sheet
Export animation frames in one large PNG spritesheet image in this submode.
- GIF Movie
Export animation frames into an animated GIF movie file in this mode.
Export animation frames into a Quicktime movie file in this mode.
Export animation data into an Autodesk FBX file or glTF ( Windows version ) in this mode. The skeleton and bone hierarchy + skinning information of the character will be written into the FBX/glTF file. The file can be imported into any application(Unity for example) that supports the FBX/glTF file format. Please note that only animation data associated with bone motors is supported. Deformation motor animation data will not be exported. If you require more functionality, please use the Game Engine export option instead.
Video Post Process
The Post Process window allows you to run special Video Filters and/or crop your animation for Video, Image or Gif export.
To run, in Animate Mode, click on the Post Process toolbar button on the upper right.
Post Process Options
Add: Adds a new Video Effects filter
Remove: Removes a new Video Effects filter
Configure: Configures the selected Video Effects filter
Reference Image: Allows you to load a reference image in the background
Crop Image: Sets a custom cropping boundary. You can also do cropping by holding and dragging the mouse on screen to specify a rectangular cropping area. Once the cropping area is specified, you can move it by dragging it around via clicking on the interior of the cropping area.
Resolution: Resolution of the recorded video
Save: Saves out the output of the animation
In addition to the basic export functions, the user can also export actual animation data consisting of Bone, Deformation and UV swap motors for the current animation clip. The exported file is in JSON file format and can be read into various game engines through the use of the provided Game Engine Runtimes. A wide range of game engines are supported including: Cocos2dx, Unity, LibgDX, ThreeJS, BabylonJS, MonoGame, PixiJS. You can load, display and manipulate animated characters in your code when running any of the supported game engines using the runtimes. Please read the in depth tutorials on how to setup and call the Game Engine Runtimes in your code on the rest of this site.