These are the new features and improvements that have been incorporated into the Crosswalk toolset since the last Crosswalk documentation update. For more details on fixes and changes, see the Crosswalk wiki.
dotXSI Import and Export
Crosswalk now plot action sources along with the current animation in the timeline. The Animation Plotting and Animation Resampling options also apply to action sources.
Animation plotting for action sources currently only supports static values and function curves. Shapes and other types of animation sources are not supported.
Animation Plotting
You can choose to plot all animation. When you plot an animation it is evaluated frame by frame and function curves are created. Plotting creates one key per frame of animation. The plotted animation is applied directly to the object.
Animation plotting is performed when you explicitly select the Plot All Animation checkbox, but plotting is also performed automatically or “under-the-hood” in cases where objects are driven by constraints and expressions or when IK animation is automatically plotted to FK (if Preserve IK Chains is off). Plotting is always done in these situations regardless of the Plot All Animation setting and it will use the Animation Resampling options when generating the function curve data.
The general rules for animation plotting are as follows:
1. When Plot All Animation is on:
• Animated parameters are plotted.
• Animation in action sources are plotted and stored again with their respective action source. When the animation in action sources are plotted, the contribution of the mixer tracks and the associated action clips are not taken into account. The plotting timeline range for action sources is defined by the action source’s own internal start and end frame.
• Constraints, expressions, and custom operators are transformed into plotted animation.
• IK chains are preserved, if the option to Preserve IK Chains is on, but their animated parameters are plotted. Otherwise IK chains are transformed into nulls with the plotted animation.
2. When Plot All Animation is off:
• Animation function curves are preserved.
• Constraints, expressions, and custom operators are transformed into plotted animation.
• When animation items such as constraints, expressions, and custom operators are stored in action sources, they are not plotted automatically. Plotting these types of animation items in action sources can be time-consuming so the Plot Non-FCurve Action Sources option is off by default when the Plot All Animation option is off.
• IK chains are preserved, if the option to Preserve IK Chains is on, and the IK animation is exported. Otherwise IK chains are transformed into nulls, and the IK animation is plotted to FK.
|
Plot All Animation |
Plots all animation including animation in action sources. |
|
Plot Non-FCurve Action Sources |
When on, the non-function curve animation items stored in action sources, such as constraints and expressions, or when IK animation is not preserved, are plotted automatically according to the plotting rules as discussed above. When Plot All Animation is on, the Plot Non-FCurve Action Sources option is always on. Plotting these types of animation items in action sources can be time-consuming so this option is off by default when Plot All Animation is off. |
Timeline Animation Plotting Range
Sets the time span (from start to end frame with a frame step) for the animation plotting. The Start, End and Step options only apply to timeline animation or, that is, to animation in the scene (and not in the mixer). Therefore, these options have no effect on the plotting of action sources. The plotting range for action sources is defined by the action source’s own internal start and end frame.
|
Start |
Sets the start frame for the range of frames to be plotted. |
|
End |
Sets the end frame for the range of frames to be plotted. |
|
Step |
Sets the step value to specify the frame step increment. If this value is 1, every frame is evaluated and a key is set at every frame; if this value is 2, every other frame is evaluated and a key is set at every other frame. |
COLLADA Import and Export
The camera aspect ratio is now exported and imported in the COLLADA file format. It corresponds to the element <aspect_ratio>:
<camera id="cameras_0">
<optics>
<technique_common>
<perspective>
<xfov>53.638000</xfov>
<aspect_ratio>1.333333</aspect_ratio>
<znear>0.100000</znear>
<zfar>32768.000000</zfar>
</perspective>
</technique_common>
</optics>
...
</camera>
The spot light cone angle is now exported and imported in the COLLADA file format. It corresponds to the element <falloff_angle>:
<light id="lights_0">
<technique_common>
<spot>
<color>1.000000 1.000000 1.000000</color>
<falloff_angle>90.000000</falloff_angle>
</spot>
</technique_common>
</light>
FBX Import and Export
• Crosswalk for FBX is now also supported on Linux.
• Crosswalk for FBX is now XNA compatible.
• The user interface for both the FBX exporter and importer has been completely rebuilt. All the options that are still there work exactly as they did in the previous version.
Export Options
• The Scale Factor option was removed from the Export FBX dialog box. This option never worked.
• There is a new option for exporting the current selection. The corresponding FBX batch processing command is FBXExportSelection <bool>.
|
Selection Only |
When this option is on, only selected objects in the scene are exported. When this option is off, the entire scene is exported (including the scene root) regardless of the selection. |
• The Resampling and Rate options were merged into a single option called FPS:
|
FPS |
Sets the number of frames per second. This normally is the same as the scene’s Frame rate. The FPS option is used when the FBX exporter needs to perform function curve resampling. Resampling is triggered when exporting IK animation with the Keep XSI effectors option turned off. |
• There is a new option that ensures the proper tagging and export of any supported object that is being used as an envelope deformer. This option enables FBX to XNA compatibility. The corresponding FBX batch processing command is FBXExportDeformerAsSkeleton.
|
Export Envelope Deformer as Skeleton |
Enables FBX to XNA compatibility. The current limitations are that DirectX FX and action clips are not exported. In Softimage, although it's common to use skeletons as deformers, you can actually use any object such as nulls and implicit objects. (Keep in mind that FBX does not support implicit objects and you should convert them to a supported geometry type before exporting.) Skeletons are made up of bones connected by articulated joints. The combination of bones and joints is referred to as a chain. Chains have four basic elements: a root, bones, joints, and an effector. The FBX format recognizes these chain elements as typical parts of a skeleton and exports them as a "LimbNode" with the "Skeleton" flag. For example, Model: "Model::Biped:RFootEff", "LimbNode" { ... } TypeFlags: "Skeleton". When the Export Envelope Deformer as Skeleton option is disabled, a non-chain element such as a null that is being used as a deformer will not be exported as a skeleton element. For example, Model: "Model::Biped:ChestControl", "Null" { ... } TypeFlags: "Null". This default behavior can cause problems for tools (such as the Autodesk FBX - XNA Framework Content Importer) that expect any deformer involved in a skinning computation to be exported with the "Skeleton" flag. To solve this issue, select the Export Envelope Deformer as Skeleton option. When the Export Envelope Deformer as Skeleton option is enabled, any object that is acting as an envelope deformer will be exported with the "Skeleton" flag. Note that only envelope deformers are exported with the "Skeleton" flag when this option is enabled: IK chains that are not deforming an envelope are not considered skeleton elements. |
• At the end of the export process a custom property named ExportFBXOptions is added below the scene root. This property stores the FBX export options that you set and they are read back into the Export FBX Options dialog box when the scene is exported again.
For more information, see the Export FBX Options Dialog Box [Properties Reference].
Import Options
• The Add to new scene option was removed and replaced by the Add to scene option:
|
Add to scene |
Imports all data from the FBX file into a new model which is named with the same name as the FBX file and placed under the scene root. The Add to scene option works in a similar fashion to the Softimage scene merge, see Merging Scenes [Data Management]. |
• The Scene Scaling > Factor option was removed from the Import FBX dialog box. This option never worked.
• The Resampling and Rate options were merged into a single option called FPS:
|
FPS |
Sets the number of frames per second. This normally is the same as the scene’s Frame rate. The FPS option is used when the FBX importer needs to perform function curve resampling. Resampling is triggered when pivot or IK animation is imported. Also, when importing any animation where Fbx_Root nodes are used to orient and scale scenes from other graphics applications. |
For more information, see the Import FBX Options Dialog Box [Properties Reference].
Autodesk Crosswalk v3.3