Trax Editor File menu

 
 
 
Import Animation Clip

Opens the Import file browser. This window lets you browse for animation clip files to import. Import Clip imports the selected animation clip to the current, highlighted character. See also Import or export animation clips. You can import animation clips that have one of the following file formats:

  • mayaAscii (.ma)
  • mayaBinary (.mb)
  • mel (mel)
  • OBJ (.obj)
  • audio (.wav, .aif, .aiff)
  • move (.mov)
  • EPS (.eps)
  • Adobe® Illustrator® (.ai)
NoteThe Trax Editor does not support .atom animation files. (See ATOM file format.)
Import Animation Clip to Characters

Opens the Import file browser. This window lets you browse for the animation clip files you want to import to your loaded characters. Import Animation Clip to Character imports the selected animation clip to all the loaded characters in Trax. You can import animation clips that have one of the following file formats:

  • mayaAscii (.ma)
  • mayaBinary (.mb)
  • mel (mel)
  • OBJ (.obj)
  • audio (.wav, .aif, .aiff)
  • move (.mov)
  • EPS (.eps)
  • Adobe® Illustrator® (.ai)

    Clip

    Set one of the following options:

    Put Clip in Visor Only

    Adds the animation clip you are importing to the Visor.

    Put Clip in Trax Editor and Visor

    Adds the animation clip you are importing to the Trax Editor and Visor.

    Note

    When you put a clip in the Visor, you can then access it from the Outliner. See Use the Outliner with Trax for information on viewing clips in the Outliner.

Import Audio

Opens the Import file browser. This window lets you browse for audio files to import to your Soundtrack for the current scene. You can import audio files that have the following file formats:

  • WAV (.wav)
  • Audio Interchange File Format (.aif, .aiff)

For information on the Import Options window, see File > Import.

Import Cache

Opens the Import file browser. This window lets you browse for and select an existing geometry or nCloth cache file to attach to the current object. If the current object already has a geometry or nCloth cache, the cache file you browse to and select replaces the original cache but does delete it from disk. See Create or import geometry caches.

Export Animation Clip

Opens the Export file browser. This window lets you browse for the location to which you want to export your animation clip. You can export your animation clips as the following file types:

  • mayaAscii (.ma)
  • mayaBinary (.mb)
  • mov (.mov)
Character Mapper

Opens the Character Mapper window. See Character > Character Mapper.

Export Character Map

Opens the Write file browser. This window lets you browse for the character set to which you want to export your character map. You can export character maps as the following file types:

  • maya Ascii (.ma)
  • mayaBinary (.mb)
  • move (.mov)
  • mel (.mel)

    Map Method

    Sets the format of the character map you want to export. The Map Method option you choose depends on which map you expect will be the easiest to edit. Before you select a Map Method, you first need to know the attributes (and their order) of both character sets.

    By Attribute Name

    Creates a map where the current character set’s attribute values are mapped to the attribute names of the target character set.

    By Attribute Order

    Creates a map where the current character set’s attribute values are mapped to the target character set based on the order (descending) of attributes in the Channel Box.

    By Node Name

    Creates a map where the current character set’s attribute values are mapped to the corresponding object and attribute names of the target character set.

    By Current Map

    Creates a map using the current mapping for the selected character sets. This is useful if you have already exported a map to fix character mapping, then later need to add new attributes to the character set. If you use By Current Map, you will only be able to edit the attribute mappings you have added since the last time you corrected the mapping.

    This option works only if you have already exported a character map and executed the resulting MEL script. See Mapping animation between characters.

Visor

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