To open the
Roster Mapper
- Right-click a
Time Editor Animation Clip and select
Remap and Create Clip from namespace, then select an animation listed.
Note: if no animations are listed for remapping or the
Remap and Create Clip from namespace option is disabled, it is because there are no animations in the scene for remapping.
The
Roster Mapper lets you map animation from one character (source) to another (target) character. The
Roster Mapper lets you create a relationship between an
Animation Source and the target character’s nodes or attributes in a clip so that you can import and export or copy and paste animation clips between the mapped characters in the
Time Editor. (You can see the
From and
To fields at the top of the
Roster Mapper in the image below:)
The
Roster Mapper works best when you want to map animation similar characters, as it recognizes similar hierarchies. Any discrepancies between hierarchies display in the
Unmapped list.
-
Mapped list
- Displays all the attribute relationships defined between the Animation Source and target character. Once you link nodes or attributes by clicking on them in the source (left) and target (right)
Unmapped lists, the linked pairs appear in the
Mapped list.
-
Unmapped list
- The left
Unmapped column lists all the nodes or attributes from the
source character’s skeleton, and the right
Unmapped column lists all the nodes or attributes from the
target character’s skeleton.
To link pairs of nodes or attributes, see
Map one character to another.
-
Adjust Container length after remapping
- Trims the remapped clip to the length of the animation.