A list of all assets associated with the take is displayed in the Assets pane. Here, view the assets and you can right click on an asset to export, remove, or rename selected asset from the current take.
You can also enable or disable assets by checking or unchecking, the box next to each asset. Only enabled assets will be visible in the 3D viewport and used by the auto-labeler to label the markers associated with respective assets.
In the Assets pane, the context menu for involved assets can be accessed by clicking on the
or by right-clicking on a selected Take(s). The context menu lists out available actions for the corresponding assets.
Context menu of a Skeleton asset.
Exports selected Rigid Bodies into either a Motive file (.motive) or CSV. Exports selected Skeletons into either Motive file (.motive) or an FBX file.
Exports Skeleton marker template constraint XML file. The exported constraints files contain marker can be modified and imported again.
Imports Skeleton marker template constraint XML file onto the selected asset. If you wish to apply the imported XML for labeling, all of the Skeleton markers need to be unlabeled and auto-labeled again.
Imports the default Skeleton marker template constraint XML files. This basically colors the labeled markers and creates marker sticks that inter-connects between each of consecutive labels.
This is only possible when post-processing a recorded TAK. Solving an Asset bakes its 6 DoF data into the recording. Once the asset is solved, Motive plays back the recording from the recorded Solved data.
Exports FBX actor of the Skeleton.
Re-calibrates an existing Skeleton. This feature is essentially same as re-creating a Skeleton using the same Skeleton Marker Set. See Skeleton Tracking page for more information on using the Skeleton template XML files.