Case study · 09 Personal animation tool

Trax
Editor

A focused module inside Tkv Mocap Tools for turning source animation files into reusable Trax clips, arranging them quickly and finishing the result without rebuilding the timeline by hand.

Role
Workflow design & development
Built with
Python · Maya Trax · Maya Standalone
Tested on
Maya 2025 · macOS
Trax Editor workflow 01:09

Problem → solution

From source files
to an editable sequence.

Preparing many animation files and rebuilding their timing one clip at a time makes mocap review unnecessarily slow. Trax Editor turns the repeated conversion, import and timeline work into one compact workflow.

01 / Prepare

Batch-build clips

Convert folders of FBX or Maya Binary scenes into reusable Maya ASCII Trax clips while preserving the source files and skipping outputs that already exist.

02 / Arrange

Import as a sequence

Select the needed clips, import them into the active Character Set, place them sequentially and fit the playback range to the resulting sequence.

03 / Edit

Split, merge and export

Cut clips at the current frame, reorganise the timing, merge the chosen result back into animation and export a new reusable clip.

Technical notes Open details

Safer batch conversion

FBX conversion starts from a clean Z-Up scene and reads each source frame rate. Maya Binary scenes are baked to their joint hierarchy before clip export.

Non-destructive import

Root-name collisions and clear legacy axis mismatches are handled through temporary clip copies. The original exported clip file is never rewritten.

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