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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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		<title>UMotion Manual - Clip Settings</title>
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					UMotion Manual
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				<h1 class="headline1" id="">Clip Settings</h1><img src="../images/ClipSettings.png" class="image"></img>
<p class="imageText">Clip Settings Window</p><table class="themeTable">
    <tr class="themeTableRow">
    <th class="themeTableHeader">UI Element</th>
        <th class="themeTableHeader">Description</th>
    </tr>
    <tr class="themeTableRow">
        <td class="themeTableCell">Name</td>
        <td class="themeTableCell">The name of the clip.</td>
    </tr>
    <tr class="themeTableRow">
        <td class="themeTableCell">Framerate</td>
        <td class="themeTableCell">The current framerate in frames per second (default: 60). Changing the framerate does not adjust the keys/animation events. In order to maintain the same speed/duration of the animation clip, use the box tool (i.e. the blue bars next to selected keys/events in the dopesheet) to scale all keys/events accordingly (e.g. changing framerate from 30fps to 60fps means that the keys need to be scaled up by a factor of 2).</td>
    </tr>
    <tr class="themeTableRow">
        <td class="themeTableCell">Clip Length</td>
        <td class="themeTableCell">Shows the total clip length in frames and seconds (read only).</td>
    </tr>
    <tr class="themeTableRow">
        <td class="themeTableCell">Loop Clip</td>
        <td class="themeTableCell">When enabled, the exported clips loop flag will be set. This will loop the clip when added to an animator controller. Furthermore the <a href="DopesheetCurves.html" class="link">auto/clamped auto tangent mode</a> is changed in such a way, that the first and last key's tangent loop seamlessly.</td>
    </tr>
    <tr class="themeTableRow">
        <td class="themeTableCell">Generate Root Motion Curves</td>
        <td class="themeTableCell">When enabled, UMotion will generate the root motion curves for humanoid *.anim files directly instead of Unity. Use the settings below instead of the settings usually shown in the Inspector of the exported *.anim file. Not supported for projects of type generic or when exporting to *.FBX.</td>
    </tr>
    <tr class="themeTableRow">
        <td class="themeTableCell">Root Transform Rotation - Bake Into Pose</td>
        <td class="themeTableCell">Bakes the root motion rotation into the animation. That means that when the animation loops, the character's rotation will be reset to the starting rotation.</td>
    </tr>
    <tr class="themeTableRow">
        <td class="themeTableCell">Root Transform Position (Y) - Bake Into Pose</td>
        <td class="themeTableCell">Bakes the root motion y position into the animation. That means that when the animation loops, the character's y position will be reset to the starting value.</td>
    </tr>
    <tr class="themeTableRow">
        <td class="themeTableCell">Root Transform Position (XZ) - Bake Into Pose</td>
        <td class="themeTableCell">Bakes the root motion x and z position into the animation. That means that when the animation loops, the character's x and z position will be reset to the starting value.</td>
    </tr>
</table>
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