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Shifter Game Tools: FBX exporter #117

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7 of 12 tasks
miquelcampos opened this issue Apr 22, 2022 · 7 comments
Closed
7 of 12 tasks

Shifter Game Tools: FBX exporter #117

miquelcampos opened this issue Apr 22, 2022 · 7 comments
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@miquelcampos
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miquelcampos commented Apr 22, 2022

  • old game tools in a tab named "disconnect"
  • New main tab FBX export

Root motion options
- [ ] Space recorder options to edit root motion joint

FBX export options:

  • remove namespaces in FBX (using FBX SDK)
  • update hierarchy in FBX (using FBX SDK)
  • Export animation clips
  • Selection of up Axis Y or Z
  • Configuration script path for more options configuration
  • export/import tool options and clips configuration
  • Skeletal Mesh partition for Modular characters

Feature requests

The ability to set the animation layers we want on export. For example, if I make a run cycle and then make left and right variations on different layers, then export 3 different clips in one click, each one with its own unique animation layers active

Different tabs for different characters’ export settings (or a dropdown, but I personally prefer tabs) We can achieve tabs by opening different instances and docking it

Quality of life requests

A) quickly check/uncheck all the anim clips to be exported (this is useful for doing things like directional aim poses where we often have to export a lot of assets at once)
B) Set the playback range to the time range that's in the exported clip

  • the option to also set the export range to the playback range would be welcome\

  • would it be possible to have an option that sets the export path to the current Maya file, and the name of the FBX as the name of the Maya file?
    Yes, Also we can use tokens like {scene_name} or {scene_path}

SkeletalMesh partitions MEMO to research:

  • FBX skinning mapping is by index? (check if this is true)
  • If it is true, maybe cleaning joint hierarch will break index order?
  • deleting not needed joint should be optional?
@miquelcampos miquelcampos self-assigned this Apr 22, 2022
@miquelcampos miquelcampos added this to To Do in mGear 4.x via automation Apr 22, 2022
@miquelcampos miquelcampos moved this from To Do to WIP in mGear 4.x Apr 22, 2022
@miquelcampos miquelcampos moved this from WIP to To Do in mGear 4.x Nov 25, 2022
@miquelcampos miquelcampos moved this from To Do to WIP in mGear 4.x Dec 6, 2022
@miquelcampos miquelcampos moved this from WIP to To Do in mGear 4.x Dec 19, 2022
@miquelcampos miquelcampos moved this from To Do to WIP in mGear 4.x Dec 19, 2022
@miquelcampos
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WIP UI:
image

@miquelcampos
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@tpoveda
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tpoveda commented Mar 2, 2023

image

miquelcampos added a commit that referenced this issue Jul 11, 2023
@miquelcampos miquelcampos moved this from To Do to WIP in mGear 4.x Sep 5, 2023
miquelcampos added a commit that referenced this issue Sep 7, 2023
miquelcampos added a commit that referenced this issue Sep 12, 2023
Shifter FBX tool: fix broken partitions export
Related to: Shifter Game Tools: FBX exporter #117
@SimonBenAnderson
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SimonBenAnderson commented Sep 27, 2023

  • Do we want base animation Layer, from Maya animation layer UI?

  • Update the Export > Animation > Drop down menu, with all the latest animation layers in Maya. Currently does not refresh.

  • Looks like each Animation Clip is a unique instance of the object. This should be made into a datamodel structure, where the data is stored outside of each instance, allowing for easier updating of UI elements. [Investigate further] For turn around time, this is not needed, and has no impact.

@SimonBenAnderson
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SimonBenAnderson commented Oct 11, 2023

  • Custom DropDown created, that refreshes on popup. 4a1ff7b
  • Timeline resizes matches playback area.

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SimonBenAnderson commented Nov 1, 2023

Sub task:
Serialising Partitions #315
Unreal Import with Skeleton #309

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