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HumanoidBaker Class Reference

Baker for Humanoid animation. More...

Inheritance diagram for HumanoidBaker:
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Collaboration diagram for HumanoidBaker:
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Public Attributes

bool bakeHandIK = true
 Should the hand IK curves be added to the animation? Disable this if the original hand positions are not important when using the clip on another character via Humanoid retargeting. More...
 
float IKKeyReductionError
 Max keyframe reduction error for the Root.Q/T, LeftFoot IK and RightFoot IK channels. Having a larger error value for 'Key Reduction Error' and a smaller one for this enables you to optimize clip data size without the floating feet effect by enabling 'Foot IK' in the Animator. More...
 
int muscleFrameRateDiv = 1
 Frame rate divider for the muscle curves. If you had 'Frame Rate' set to 30, and this value set to 3, the muscle curves will be baked at 10 fps. Only the Root Q/T and Hand and Foot IK curves will be baked at 30. This enables you to optimize clip data size without the floating feet effect by enabling 'Foot IK' in the Animator. More...
 
- Public Attributes inherited from Baker
int frameRate = 30
 In AnimationClips, AnimationStates or PlayableDirector mode - the frame rate at which the animation clip will be sampled. In Realtime mode - the frame rate at which the pose will be sampled. With the latter, the frame rate is not guaranteed if the player is not able to reach it. More...
 
float keyReductionError = 0.01f
 Maximum allowed error for keyframe reduction. More...
 
Mode mode
 AnimationClips mode can be used to bake a batch of AnimationClips directly without the need of setting up an AnimatorController. AnimationStates mode is useful for when you need to set up a more complex rig with layers and AvatarMasks in Mecanim. PlayableDirector mode bakes a Timeline. Realtime mode is for continuous baking of gameplay, ragdoll phsysics or PuppetMaster dynamics. More...
 
AnimationClip[] animationClips = new AnimationClip[0]
 AnimationClips to bake. More...
 
string[] animationStates = new string[0]
 The name of the AnimationStates to bake (must be on the base layer) in the Animator (Right-click on this component header and select 'Find Animation States' to have Baker fill those in automatically, required that state names match with the names of the clips used in them). More...
 
bool loop = true
 Sets the baked animation clip to loop time and matches the last frame keys with the first. Note that if you are overwriting a previously baked clip, AnimationClipSettings will be copied from the existing clip. More...
 
string saveToFolder = "Assets"
 The folder to save the baked AnimationClips to. More...
 
string appendName = "_Baked"
 String that will be added to each clip or animation state name for the saved clip. For example if your animation state/clip names were 'Idle' and 'Walk', then with '_Baked' as Append Name, the Baker will create 'Idle_Baked' and 'Walk_Baked' animation clips. More...
 
string saveName = "Baked Clip"
 Name of the created AnimationClip file. More...
 

Detailed Description

Baker for Humanoid animation.