Files
UnrealEngineUWP/Engine/Source/Editor/AnimationEditor/Private/AnimationEditorCommands.cpp
Jurre deBaare 62f0aa213f Momentum: Removing SourceAnimationData and doing animation layering bake during compression
#jira UEA-675
#rb Martin.Wilson

[CL 14298238 by Jurre deBaare in ue5-main branch]
2020-09-11 09:30:09 -04:00

20 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimationEditorCommands.h"
#define LOCTEXT_NAMESPACE "AnimationEditorCommands"
void FAnimationEditorCommands::RegisterCommands()
{
UI_COMMAND(ImportAnimation, "Import Animation", "Import new animation for the skeleton.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ReimportAnimation, "Reimport Animation", "Reimport current animation.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ApplyCompression, "Apply Compression", "Apply compression to current animation", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ExportToFBX_AnimData, "Animation Data", "Export current animation source data to FBX", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ExportToFBX_PreviewMesh, "Preview Mesh", "Export current animation by playing on the current preview mesh, including retargeting, post process graph, or anything you see on the preview mesh.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(AddLoopingInterpolation, "Add Looping Interpolation", "Add an extra first frame at the end of the animation to create interpolation when looping", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(SetKey, "Set Key", "Add Bone Transform to Additive Layer Tracks", EUserInterfaceActionType::Button, FInputChord(EKeys::S));
UI_COMMAND(RemoveBoneTracks, "Remove All Bone Tracks", "Remove all bone tracks. This doesn't remove notifies or curves.", EUserInterfaceActionType::Button, FInputChord());
}
#undef LOCTEXT_NAMESPACE