FBX Recorder properties
Use FBX Recorder properties to record FBX animations in Play mode via either the Recorder window or a Recorder clip in Timeline. They let you specify what gets exported during the recording.
Note
To use the FBX Recorder, you have to install the Recorder package in addition to the FBX Exporter package. To fully configure an FBX Recorder, you must also set the general recording Properties, at least the recording time or frame interval.
FBX Recorder properties in the Recorder window context.
Input
Define the source and the content of your recording.
Property | Function | |
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GameObject | The GameObject to record the animation from. | |
Recorded Component(s) | The components of the GameObject to record. Choose more than one item to record more than one component. Note: The FBX Recorder can only export the same component properties as the animation export feature of the FBX Exporter. |
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Record Hierarchy | Enable this property to record the GameObject's child GameObjects. | |
Clamped Tangents | Enable this option to set all key tangents of the recorded animation to Clamped Auto. Disabling the option sets the tangents to Auto (legacy). Clamped tangents are useful to prevent curve overshoots when the animation data is discontinuous. |
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Anim. Compression | Specifies the keyframe reduction level to use to compress the recorded animation curve data. | |
Lossy | Applies an overall keyframe reduction. The Recorder removes animation keys based on a relative tolerance of 0.5 percent, to overall simplify the curve. This reduces the file size but directly affects the original curve accuracy. | |
Lossless | Applies keyframe reduction to constant curves only. The Recorder removes all unnecessary keys when the animation curve is a straight line, but keeps all recorded keys as long as the animation is not constant. | |
Disabled | Disables the animation compression. The Recorder saves all animation keys throughout the recording, even when the animation curve is a straight line. This might result in large files and slow playback. | |
Render Frame Step | Available when you set Playback to Variable. Specifies the number of rendered frames to discard between recorded frames. The duration of the discarded frames is preserved, reducing frames per second. Example: if the value is 2, every second frame is discarded, but the duration of the recording remains the same. |
Output Format
Property | Function |
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Format | The FBX Recorder always generates an FBX file. |
Export Geometry | Use this option to export the geometry of the recorded GameObject to FBX, if any. |
Transfer Animation
Optionally transfer the animation from a GameObject to one of its descendants to export.
For example, when you export a character with mesh and skeleton held by separate child GameObjects, you might want to transfer the animation of the character to its skeleton to avoid mesh/skeleton separation issues when using in another modeling application.
Property | Function |
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Source | The GameObject to transfer the animation from. • This GameObject must be an ancestor of the Destination. • This GameObject doesn't have to be part of the export, it can be an ancestor of the GameObject to export. |
Destination | The GameObject to transfer the animation to. • This GameObject receives the animation from the Source as well as from any GameObjects in between in the hierarchy. |
Output File
Specify the output Path and File Name pattern to save the FBX file.
Note
Output File properties work the same for all types of recorders. The Unity Recorder documentation describes these properties in detail.