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Importing and Applying Your Ozone Clip

In this vide, we’ll cover the process of importing your Ozone clip and applying it to an actor within Unreal Engine. This step allows you to bring animations created outside of Unreal into your project, enabling seamless integration and real-time adjustments.

Key Steps Covered:

  • Importing the Ozone clip created in a previous session into the Unreal Engine Content Drawer.
  • Saving the imported clip and creating a new level sequence for animation.
  • Opening the level sequence and adding your actor as a track, either by using the “Add Track” button or by dragging and dropping the actor directly.
  • Adding essential tracks to your actor, including the “In Time” track and the “Ozone Clip Asset” track.
  • Setting the Ozone Clip Asset track to the imported clip and calculating the “In Time” value by multiplying the clip’s duration by the frame rate.
  • Configuring keyframes for precise timing: the first keyframe at zero frame with a value of zero, and the last keyframe calculated by frame rate multiplied by duration, ensuring a perfect match to the original animation.
  • Scrubbing the timeline to review a pixel-perfect representation of your Maya animation within Unreal Engine.

This video is crucial for ensuring that your animations translate accurately from your original creation environment into Unreal Engine, allowing for real-time adjustments and a seamless workflow.