Child Animation List
Displays the animations of the children registered in the selected parent animation.
If the animation is not associated with a bone or material, it will be marked "×" as shown below. Associations can be edited in the Animation Settings dialog.
Bone Animation
When you select the bone animation mode, the list displays bone animations, and when you right-click, a menu like the one below appears.
Initialize the pose of the selected bone
Returns the rotation and movement parameters of the selected bone to their initial state.
Generic copy
Temporarily remembers the "move", "rotate", and "enlarge" of the selected single bone. This data can be pasted into other bones.
General-purpose paste
You can copy the parameters of "Move", "Rotate", and "Enlarge" copied in "General Purpose Copy" to the selected bone. It can also be pasted into other animations.
Persistent copy
Temporarily remembers the "movement", "rotation", and "enlargement" of the selected bone. However, this copy can only be pasted to the same bone. For example, if you copy the posture of a bone named "foot", you can only paste it into the bone of "foot". A persistent copy can copy more than one bone at a time.
Fixed paste
Paste the pose copied by "Fixed Copy". The conditions are the same as above. It can also be pasted into other animations.
Attitude reversal
If the selected bone has a mirror bone, the bone's posture is reversed. If multiple specular bones are set, a dialog similar to the one below will be displayed and you can select the face to flip.
Postural symmetry
If the selected bones have specular bones, the posture is set with those bones and the selected bones inverted on each side.
Overall attitude reversal
Inverts the posture of the bones that have symmetrical bones. The priority of the invert is higher in the bone configuration.
Overall postural symmetry
Make the bones with symmetrical bones have the same posture. Symmetric priority takes precedence higher in the bone configuration.
Initialize posture for all bones
Returns all bone rotation and movement parameters to their initial values. (However, bones that are not associated with child animations cannot be initialized.) )
IK Lock
When a model bone is manipulated with IK, the rotation is transmitted to the bone immediately before the parent floating bone, but if you perform IK lock on the middle bone, the rotation is transmitted only to that bone.
IK Unlock
Unlock the IK lock mentioned above.
deletion
Deletes the selected bone animation. Use it when the bone animation is full. Conversely, if there are bones that are not associated due to insufficient bone animation, you can add them by clicking on them in the view.
UV Animation
When you select the UV animation mode, the list displays the UV animation, and when you right-click, a menu like the one below appears.
UV initialization
Restores the initial UV movement and rotation of the selected material.
UV Copy
Temporarily remembers the "move", "rotate", and "enlarge" of the selected single material. This data can be pasted into other materials.
UV Paste
You can copy the parameters of "Move", "Rotate", and "Enlarge" copied by "UV Copy" to the selected material. It can also be pasted into other animations.
deletion
Deletes the selected UV animation. Use it when UV animation is too much.
Interpolation Type
Select how the interpolation calculation method between each key in each child animation is calculated.
Linear | Linear interpolation between keys. |
Step | Interpolate between each key with the same values as the previous key. |
Spline | Interpolate with cubic spline curves. |
Lagrange | Lagrange interpolation. As the number of keys increases, the value becomes undulating, and the amount of computation increases (number of keys ×number of keys). |