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Animation Entry

Entries

The table contains entries of imported animation. The icon indicate whether the animation sourced from animation file, or retargeted animation, followed by name, and total keyframes correlate to project/scene FPS (unless Use Scene Fps is disabled, it will recalculate keyframe amount based off the FPS input)

This entry is project dependant, the entries cannot be transferred from one project to another through File > Link/Append, but can be exported into ANI or JSON.

After entry is selected, use the Apply Animation operator to append them to selected empty/armature. It doesn't matter which bone you choose, as long the skeleton was imported using advanced mode.

Entry: Import

Operator to import animation, which then will be append to entries.

Multi-file support

This operator support processing multiple files at once. Simply select all files you want to import, and then the script will import all of them individually.

Entry: Delete

Operator to delete animation entry. The current selected entry will be removed.

Entry: Export

Operator to export entry into .json, intended for retarget. To export animation from skeleton, use Export Animation instead


Settings

Use Scene FPS

Whether to use project FPS, or user defined FPS to calculate keyframes for animation.

Frame Range

If set to partial, then imported animation will only apply animation within this range only.

Known Issue

This setting is currently broken. Due to recent change on Apply Animation operator, this setting will cause error if set to Partial. Unfortunately I do not know how to fix this.

Frame Insert

Setting to define where to insert keyframe, can be either: current frame, first frame, or user defined frame.


Apply Animation

Append animation from selected entry into selected skeleton. It doesn't matter which bone you choose, as long the skeleton was imported using advanced mode.

Known Issue

Due to recent change, the keyframe insertion method for Apply Animation has been improved, as this is much faster compared to previous version. However, the catch is that partial frame range is no longer possible, and apply animation in between keyframes will also cause error.

In order to work around this, simply apply animation after the last keyframe, delete keyframe(s) if you only need partial, and then drag them to your desired frame.