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Anim Editor
The Anim Editor edits the data stored in .nuanmb files like model.nuanmb or a00wait1.nuanmb. The .nuanmb files store a hierarchy of animation tracks for skeletal, visibility, and material animations.
Animations in Smash Ultimate are stored as a list of track values. Each value in the list represents a single frame of animation. Single frame animations use the same constant value for the duration of the animation. The length of the animation is the length of the longest track. For example, if the longest track has 145 values, the animation lasts for 145 frames.
The game normally runs at a locked 60 fps and 1x speed, so each value in the track values list lasts for exactly one frame. This is often called a "baked" animation. Some situations alter the game speed like the speed setting in training mode, so each rendered frame won't correspond to a single animation frame. In this case, Smash Ultimate treats each track value like a "keyframe" and interpolates between them. This is how the game can still appear smooth when playing at 1/4 speed. See this article on gameplay speed for more information.
The Editor tab displays the animation as a hierarchy of groups, nodes, and tracks. Each track has flags that can be edited. These flags mainly apply to transform tracks and won't have any effect on other track types. Save any changes with File > Save or File > Save As.
The Graph tab displays the track values stored in the animation buffers. The graph provides a way to see trends in animation values over time.
Select a track value on the left menu to display it in the graph on the right. The x-axis or horizontal axis represents the current frame and the y-axis or vertical axis represents the value. The graph view assumes linear interpolation between all track values, so values at each subsequent frame are connected by a straight line. Some track values like vectors or transforms are split into multiple lines. Hover over a point in the graph to see its corresponding frame and value.
The List tab displays the track values stored in the animation buffers in a table format. Any of the values for any frame can be edited, but new frame values cannot be added or deleted. Tracks are selected on the left panel similar to the Graph tab.