Meshing

Overview

Animation data for the character can be exported in 2 main ways: Images/Video/Fbx and Game Engines.

Images/Video/Fbx

The user can export animation data in a variety of file formats in this mode.

  • PNG Images

Meshing

Export animation frames as a series of numbered PNG images in this submode.

  • PNG Sheet

Meshing

Export animation frames in one large PNG spritesheet image in this submode.

  • GIF Movie

Meshing

Export animation frames into an animated GIF movie file in this mode.

  • Movie

Meshing

Export animation frames into a Quicktime movie file in this mode.

  • FBX

Meshing

Export animation data into an Autodesk FBX file in this mode. The skeleton and bone hierarchy + skinning information of the character will be written into the FBX file. The file can be imported into any application(Unity for example) that supports the FBX 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.

Meshing

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

Game Engines

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.