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:
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:
Set one of the following options:
Adds the animation clip you are importing to the Trax Editor and Visor.
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.
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:
For information on the Import Options window, see File > Import.
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.
Opens the Character Mapper window. See Character > Character Mapper.
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:
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.
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.
Opens the Visor window. See What are the Visor, Outliner, and Clip Library?.
Removes the selected animation clip from the Trax Editor and stores it in your system’s virtual clipboard. See Cut, copy, and paste clips.
Select a Paste Method if you want to paste the copied or cut animation clip to a different character.
Only copy and paste clips between characters if they have been mapped. See Map one character to another.
Select this option only if you plan on exporting the target character’s character map. See Import or export animation clips.
When on, the copied clip will be pasted in the source clip’s track at the position of the Trax current time indicator. For example, if the Trax current time indicator is at frame 40, then when you paste the clip it will appear at frame 40.
If a clip already occupies the time specified by the current time indicator, then a new track is created and the copied clip is inserted there.
Splits the selected animation or geometry cache clip into two separate clips. See Split clips.
By default, the first new clip that is generated is named Start and the second new clip is named End. Also, if you split animation clips, the two new source clips are named clipnStartSource and clipnEndSource.
For animation clips only. Specifies the status of the selected clip’s source clip after it is split.
When on, the selected clip will be split at the time you specify in the Split Time field.
You cannot split a cycled clip. You need to first merge the clip (with no other clips) before you can split the clip. See Merge clips.
Merges the selected animation cache clips. See Merge clips.
Clips can be merged within a track, or clips from separate tracks can be merged. The clip that begins first becomes the first section of the merged clip. When clips that overlap in time are merged, their animation is blended automatically.
To merge geometry cache clips, see Merge geometry cache clips.
When creating a geometry or nCloth cache, one sample of your object’s deformations is taken every frame and saved to your cache by default.
Evaluate every frame(s) specifies how often samples are taken during geometry or nCloth cache creation. For example, a value of 2 caches the deformations or simulation of the current object at every other frame of the Cache Time Range.
Save every evaluation(s) specifies which samples are saved during geometry or nCloth cache creation. For example, a value of 2 specifies that only every other sample specified by the Evaluate every frame(s) option is saved to your geometry or nCloth cache.
For more information, see Geometry cache creation.
When on, creates a copy of the selected animation clip whose duplicate animation is independent of the original clip’s source animation. This means you can edit the animation on this new clip and it won’t affect the animation on your original clip—it will only affect the duplicate.
When off, creates a copy of the selected animation clip whose duplicate animation is dependent on the original clip’s source animation. This means any modifications made to the original clip’s animation are propagated to the duplicate clip.
Set one of the following options:
Places the duplicate clip in the Visor only.
Put Copy in Visor Only is available only when Duplicate Input Connections is on.
When you place clips in the Visor, you can then view and access them from the Outliner. See Use the Outliner with Trax for information on viewing clips in the Outliner.
Lets you select a Quick Select Set. When you select a Quick Select Set in Trax, the animation or geometry cache clips that are part of the set you select are quickly loaded and displayed in the track view area.
For information on creating a Quick Select Set of clips, see Quick Select Set.
Lets you define the object on which you want to base the offset between clips.
For example, if you plan to blend several clips of a character's walk and run cycles together, select the Hips node (or other parent of the character hierarchy) as the offset object. See also Animating HumanIK characters in Trax if you are working with HumanIK characters. (See also Match poses and align clips.)
Lets you specify which object you want to view as a clip ghost in the scene. The clip ghost displays as a 3D wireframe of the first and last poses in the clip, as well as a single line that indicates the trajectory of the animation. See also Display clip ghosts.
For example, select the root object of a character’s skeleton as the clip ghost to view an outline of the character’s pose at the start and end of the clip.
Turns on or off the selected animation clip’s animation curves or the selected geometry cache clips cache. See Enabled/disabled clips or Enable or disable geometry cache clips.
Turns Activate Keys on or off for the selected animation clip. The Activate Keys mode lets you key into a clip. See Active/inactive clips.
The Match Clip Options you define can help to align your clips and form a smooth animation sequence more quickly.
For example, you can align a walk cycle clip with a run cycle clip, each with a character moving in different directions, and create a smooth sequence where the character moves in the same direction, with no sliding or flipping as you transition between the walk and run clips. See also Match poses and align clips.
Specifies whether and how the clip offset object is translated in the target clip to match the source clip animation.
Set to Full if you want the clips completely aligned in space.
Set to Projected for a partial match in which the clips are aligned based on a projected ground plane defined by the source clip’s Translate X and Translate Z values.
Specifies whether and how the clip offset object is rotated in the target clip to match the source clip animation.
Set to Full if you want an exact match in the orientation of the clips. This option resets the offset object rotation values in the target clip to match the source clip.
Set to Projected for a partial match. This option aligns the clips based on a projected ground plane defined by the source clip’s Rotate X and Rotate Z values. This lets you keep the general orientation of the target clip, but still provides a generally aligned orientation.
For example, if you want to align the clips in space but keep the orientation (general direction of travel) of the target clip, set Match Translation to Full, but set Match Rotation to Projected.
When on, overrides the match object you defined (using Edit > Set Offset Object) and lets you specify an alternative match node using the Match node field (below).
For example, if you set the Hips as the offset object but later want to match two clips based on the Left Ankle object, turn on Match Override and specify the Left Ankle node as the Match Node.
Creates an animation clip for the current character. See Animation clips and Animate > Create Clip.
The options in the Create Constraint Clip Options window are the same as those in the Create Clip Options window, with the exception that the Create Constraint Clip Options window does not contain the Time Range Animation Curve option. For information on the options in the Create Constraint Clip Options window, see Animate > Create Clip.
The options in the Create Expression Clip Options window are the same as those in the Create Clip Options window, with the exception that the Create Expression Clip Options window does not contain the Time Range Animation Curve option. For information on the options in the Create Expression Clip Options window, see Animate > Create Clip.
Creates a pose for the current character. See Create poses.
For information on the Create Pose Options window, see Animate > Create Pose.
Blends the selected animation clips. You can only create a blend between two animation clips at a time. See Blends and Create and edit blends.
Select Create > Blend > to set the Blend Clip Options before creating the blend.
Creates a character set for the current object. See Characters, groups, and subcharacters.
For more information on the Create Character Set Options window, see Character > Create Character Set > .
Creates a time warp curve for the current animation clip. See Time warps and Create and edit time warps.
Creates a Quick Select Set for the current animation or geometry cache clips. Quick Select Set lets you create a selection set for multiple clips from various clips and characters. The selection sets you create with this option appear under Trax menu bar > Edit > Quick Select Sets.
You can edit the membership of an existing quick select set with the Relationship Editor. See Relationship Editor.
Creates a geometry cache clip for the current object. See Geometry Cache > Create New Cache and Create or import geometry caches.
When on, any objects or characters you select in either the scene view or the Time Slider’s Current Character drop-down list are automatically loaded into Trax. Also, when you cancel your selection in the scene view, all characters and objects are automatically removed from Trax.
Only available when Autoload Selected Characters is off.
Loads all selected characters or objects into Trax, replacing the currently loaded characters or objects. If you select Load Selected Characters, cancelling your selection in the scene view does not remove the characters and objects from Trax.
Only available when Autoload Selected Characters is off.
Loads the selected characters or objects into Trax. Use this menu item to add characters or objects to Trax when there is already a number of characters or objects loaded in Trax.