How To Import Camera Animation Into Marmoset From Maya
This topic describes how to import or export blitheness data as clips in the Trax Editor. For other information on importing and exporting blitheness, run into Export .atom animation and Import .atom animation.
Tip: You can import unmarried or multiple clips into your scene by dragging them from a file browser to the Maya scene or to a grapheme in the Trax Editor. See Cut, copy, and paste Trax clips.
Attention: Earlier importing animation data, always cheque your current Playback preferences, which tin affect the import of animation information. See Time Slider preferences.
To import a clip or pose to a scene
- In the Trax menu bar, select File > Import Animation Prune in the Trax Editor File menu.
The Import file browser window appears.
- In the file browser window, select the file that contains the clip(s) or pose(south) you lot want to import.
Note: You lot tin can only import clip or pose files that have valid (.ma, .mb, or .mov) file extensions.
- Click Import.
If you import a prune, it appears in the Visor under Unused Clips. If you import a pose, information technology appears in the Visor under Unused Poses.
- Do i of the following:
- Centre-click the prune or pose in the Visor and elevate it to a character in the track view expanse.
- Select the clip or pose in the Visor and then re-create and paste information technology to a graphic symbol gear up in the Trax Editor. See Cut, copy, and paste clips.
To import clips or poses to a character
- Select whatsoever office of the grapheme (for example, select a bone from the graphic symbol's skeleton) in the scene view.
You lot can as well select a character from the Current Character Set drop-down list, or highlight the grapheme you desire in the track view area. (Run across Highlight characters, groups, or subcharacters in Trax).
- In the Trax menu bar, select File > Import Blitheness Clip to Characters.
The Import file browser window appears.
- In the file browser window, select the file that contains the clip(s) or pose(s) y'all desire, then click Import.
By default, the prune is placed in the Visor and direct under the selected character in the Trax Editor.
To import clips or poses to a character without placing it in Trax
- Select any part of the character (for instance, select a bone from the character's skeleton) in the scene view.
You can also select a character from the Current Character Set up drop-down listing, or highlight the grapheme you lot want in the rail view expanse.
- In the Trax menu bar, select File > Import Animation Prune to Characters > .
- In the Import Prune To Character Option that appears, turn on Put Clip in Visor But, then click Import Clip.
- In the file browser window, select the file that contains the prune(due south) or pose(s) you lot want to import and click Import.
If you import a clip, it appears in the Visor under Grapheme Clips. If you import a pose, it appears in the Visor under Character Poses.
- You tin can at present center-drag the imported clips or poses in the Visor or Outliner and drag them to the character in Trax. See Use the Visor with Trax or Use the Outliner with Trax.
To export clips or poses from your current scene
- Select the clips or poses you lot want to export.
- In the Trax menu bar, select File > Export Animation Prune.
The Export file browser window appears.
- In the Export file browser window, enter the file name for the clips or poses, select a file type (mayaAscii, mayaBinary, move), and click Consign.
Annotation: When exporting clips or poses, you lot must assign them valid (.ma, .mb, or .mov) file extensions. Otherwise, y'all will not be able to import the clips or poses into a Maya scene.
The clips or poses are exported and saved under the name your entered and as the specified file type.
To export clips or poses from the Visor
- In the Visor, open up the section where the clip y'all want to export is stored by clicking the appropriate tab (Character Clips, Character Poses, Unused Clips, or Unused Poses).
- Right-click the clip or pose y'all desire to export, and select Export from the menu that appears.
- In the Export file browser window, enter a file name for the clips or poses, select a file blazon (mayaAscii, mayaBinary, motion), click Export once more.
The clip is exported and saved under the name your entered and equally the specified file type.
Source: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2020/ENU/Maya-Animation/files/GUID-B8D59956-9496-4623-907D-1AC9E723266C-htm.html
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