Animation Manager’s Documentation

The Animation Manager lets you import and export animation curves as separate assets. From a given selection it can export ATOM file (more formats will be supported soon) and will be published to the server.

Note

When you do so, the selection it is stored as metadata so that when you import it on a non animated rig or object set it will be matching by name all the entities to apply the keyframes to.

Maya UI Dialogs

Maya UI Dialogs

Setup

In order to get up and running you first have to edit the environment variables so that Ftrack can pick up the animationasset.py file. In order to do so you should override the FTRACK_OVERRIDE_PATH environment variable by appending the resource/assets folder which contains the asset definition. Something along these lines would work:

$ export FTRACK_OVERRIDE_PATH = $FTRACK_OVERRIDE_PATH:/home/user/efesto-animation-manager/resource/assets

Usage

You would use the animation manager for instance for exporting the Control (ctrl) objects that the animator uses. It is important that you don’t change the name of them before importing the animation otherwise the string matching will fail. Follow these steps:

  • Select all the controls you want to export the animation for.
  • Click Ftrack > Publish and select the task and asset name.
  • Set the options from the export dialog.
  • Click Publish

If you want to test it, delete all the animation of the controls now, remove all the keyframe. And then:

  • Click on Frack > Import and select the Animation Curves asset.
  • Click on Import

And it should have applied the animation automatically. You do not need to select anything as it will be matching by the names that controls had when exporting it. You can check the Asset Manager and see that in addition to your rig asset you also have an atom component containing the animation, so you can version them differently.

Warning

But be careful because if you change the rig control names it won’t apply correctly.