Settings Dialog

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Press the "Settings" button on the toolbar or double-click the parent animation list to open the settings dialog.

アニメーション設定ダイアログ

The top is the parent animation setting, and the bottom is the child animation setting.

Parent Animation

name

The name of the animation. Put it on arbitrarily.

Animation time

Total animation playback time. The unit is milliseconds. (1 second = 1000)

Frames per second

Sets the number of frames per second. For example, if the animation time is 2 seconds and the number of frames per second is 60, the total number of frames will be 120.

Alphanumeric-only names

This is the name when outputting to a separate file where only alphanumeric names can be set.

Animation start and end time

This is the time to express the smooth movement when the animation is played and stopped.

Priority

This parameter determines which animation to calculate from when playing multiple animations. The higher the number, the more preferred it is. This parameter does not make sense for animation editing. Use it in other editing or other software.

Loop Flags

Set to loop the animation, but only when saving to an ELEM file. In Elfreina, all animations are looped.

comment

You can enter any comment.

Child animations

Bone Animation

ボーンアニメーション

name

It is basically named after the associated bone.

Alphanumeric-only names

This is the name when outputting to a separate file where only alphanumeric names can be set. It is essentially the same as the associated bone.

Associated Bones

The bone associated with the child animation. If you leave this selection unselected, this animation data basically means nothing.

Interpolation Type

Select the computational interpolation method between each key in each bone animation.

Linear Linear interpolation between keys.
Step Interpolate between each key with the same values as the previous key.
Spline Interpolate with 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).

UV animation (shared version only)

UVアニメーション

name

It is basically named after the material with which it is associated.

Alphanumeric-only names

This is the name when outputting to a separate file where only alphanumeric names can be set. It is essentially the same as the associated material.

Interpolation Type

Select the computational interpolation method between each key in each UV animation.

Linear Linear interpolation between keys.
Step Interpolate between each key with the same values as the previous key.
Spline Interpolate with 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).

Associated Materials

The material associated with the child animation. If you leave this selection unselected, this animation data basically means nothing.