Requests for animation and exporting (.anim support)

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Requests for animation and exporting (.anim support)

PostPosted by Lollie » Wed Apr 05, 2017 9:37 am

Hi Nukeygara team. I've been enjoying Akeytsu so far and appreciate its simplicity (and stability!), I just have some feedback for future improvements/new features.

Animation:
  • An option to render the entire Curveboard in front of the model
  • Automatically display handles for keyframes that are currently active in the timeline, so that curves can be altered without having to Shift+Drag LMB over keyframes in the Curveboard
  • Alt+Click LMB over a handle to automatically break tangents in a curve (this mimics behavior in Photoshop and After Effects)
Export:
  • Options for FBX export, so that a user could choose to only export model + skeleton and skinning (no baked animations), or exclude certain models/characters from the export.
  • Native .ANIM export for Unity
From current experience, if a character's animations need to be updated in Akeytsu, replacing an FBX file in Unity can cause references to previously linked model files/animations to be broken. .ANIM files can be extracted from an FBX file in Unity by selecting an animation and duplicating it (CTRL+D), but due to how Akeytsu bakes animations for FBX export, the files are very difficult to edit outside of Akeytsu without manually cleaning up keyframes.
Native .ANIM export would sidestep the need to re-export FBX files for new animations (unless the skeleton/vertex weights are updated), and the need to bake animations as individual keyframes, providing a smoother workflow for users who work with Akeytsu and Unity. (users would have the ability to correct minor issues inside Unity itself)
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Re: Requests for animation and exporting (.anim support)

PostPosted by Aurélien - nukeygara » Thu Apr 06, 2017 1:02 pm

Hi Lollie (Welcome),

Thanks for your nice comment about akeytsu ;-)

About animation:
We will consider your requests.
Concerning the second one, when you talk about active keyframes in the timeline, you mean that all curveboard keyframes on the timecursor (vertically) would automaticly display handles ?

About exports:
Yes, we plan to add some improvements about our export workflow. We have in mind "Export selection" and/or "Anim selection export" (to export only selected animations).
Before exploring some specific formats - and no doubt that the .ANIM format is interesting, thanks for the tip :-) - we want to investigate fully the capacities of the FBX.

Thanks,
Aurelien
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Re: Requests for animation and exporting (.anim support)

PostPosted by Lollie » Fri Apr 07, 2017 1:04 pm

Aurélien - nukeygara wrote:Concerning the second one, when you talk about active keyframes in the timeline, you mean that all curveboard keyframes on the timecursor (vertically) would automaticly display handles ?

Exactly! Something like this, perhaps. Keyframes can't be edited unless the timecursor has one selected anyway (or unless they're selected in the Stacker), so I believe it would help make the process more fluid.
Image

Good to hear that there are already plans for export improvements, I'll look forward to them when they're ready. :)
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Re: Requests for animation and exporting (.anim support)

PostPosted by Aurélien - nukeygara » Mon Apr 10, 2017 3:03 pm

Hi Lollie,

Thank you for confirming the "thing" ;-).

Thanks,
Aurelien
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