One of the tasks that I find ends up consuming the most time when I use UMotion Pro to clean up and edit mocap data is having to manually decimate and simplify key frames in areas that I need to edit so that the curves becomes practical to tweak and adjust.
I understand that UMotion Pro is resampling the whole animation via Unity's Humanoid model, (I'm also using UMotion Pro to convert a humanoid FK animation to IK) but is their perhaps some way to apply a more aggressive/lossy (ideally configurable error tolerance) key frame reduction after this resampling happens?
I can't find a way, but alternatively it could be good if there were some way to export a clip to fbx in such a way that the same fbx could then be re-loaded to replace the key frames of the original clip. I.e. instead of importing an fbx into a new clip, you could ask UMotion Pro to reload an fbx (that was previously exported) into an existing clip without any resampling. This way it would be possible to also edit the key frames in an external tool like Blender where I could decimate the key frames but then handle the rest of the clean up in UMotion Pro.
Any ideas for being able to decimate key frames after importing a new clip would be greatly appreciated,
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