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* Update WebXR User Manual to reflect recent engine changes (#124)

* update WebXR docs to reflect recent engine changes

* corrections

* better wording

* [ImgBot] Optimize images (#118)

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Signed-off-by: ImgBotApp <[email protected]>

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* User manuals for WebXR Hands (#115)

* user manuals for webxr hands

* reflect recent API changes for XrJoint

* Added migrating from JSON to GLB (#138)

Co-authored-by: Steven Yau <[email protected]>

* [ImgBot] Optimize images (#139)

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Signed-off-by: ImgBotApp <[email protected]>

Co-authored-by: ImgBotApp <[email protected]>

* Added copy and paste documentatoin (#140)

Co-authored-by: Steven Yau <[email protected]>

* Add a page on billing (#142)

* Add a page on billing

* Add email link

* Added Templates video to index page (#144)

Co-authored-by: Steven Yau <[email protected]>

* Small fix to billing explanation page

* Added animation import settings (#146)

* Added animation import settings

* Remove space

* Update animation.md

* 'if you wish'

Co-authored-by: Steven Yau <[email protected]>
Co-authored-by: Will Eastcott <[email protected]>

* Added how Org seats are given and owner does not need a seat (#147)

* Added extra notes about Org seats

* Update managing-organizations.md

Co-authored-by: Steven Yau <[email protected]>
Co-authored-by: Will Eastcott <[email protected]>

* [ImgBot] Optimize images (#141)

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Signed-off-by: ImgBotApp <[email protected]>

Co-authored-by: ImgBotApp <[email protected]>

* Updated some old asset panel images (#137)

Co-authored-by: Vaios Kalpias Ilias <[email protected]>

* Update animation.md

* Updated the values for Curve Tolerance in animation import settings (#150)

* Updated the values for Curve Tolerance in animation import settings

* Typo

Co-authored-by: Steven Yau <[email protected]>

Co-authored-by: moka <[email protected]>
Co-authored-by: imgbot[bot] <31301654+imgbot[bot]@users.noreply.github.com>
Co-authored-by: ImgBotApp <[email protected]>
Co-authored-by: Steven Yau <[email protected]>
Co-authored-by: Will Eastcott <[email protected]>
Co-authored-by: Vaios Kalpias Ilias <[email protected]>
Co-authored-by: Vaios Kalpias Ilias <[email protected]>
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31 changes: 31 additions & 0 deletions content/en/user-manual/assets/animation.md
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An Animation asset is used to play a single animation on a 3D model. Animations are imported by uploading 3D scenes (such as FBX files) which contain animation data. The animation data is extracted from the uploaded file by the [asset pipeline][asset_pipeline] and a [Target Asset][target_asset] is created to use in game.

## Animation Import Settings

<div class="alert alert-info">
Note: This is an experimental feature. Please let us know your feedback in the <a href="http://forum.playcanvas.com/" target="_blank">forums</a>.
</div>

When importing animations, there are settings that can be tweaked to adjust the animation quality against the file size.

They can be found in the Project Settings under Asset Tasks.

![Animation Import Settings][animation_import_settings]

### Sample rate

Available for both JSON and GLB export formats. The higher the rate, the higher detail and fidelity the animation at the cost of size. If you would like to keep the keyframes that have been set and defined in the original animation, select Disabled.

### Curve tolerance

Available for both JSON and GLB export formats. Curve tolerance controls a lossy compression setting of the animation import with the idea that a saving in file size can be made with little or no noticeable difference.

This is a value between 0 and 100 where the higher number, the smaller the file size but at cost of losing information in the animation. 0 would be no compression and 100 would lose all information.

1 or 2 is considered to be good starting point.

### Cubic curves.

Only available for GLB export formats. Enable this option if you wish to keep the easing in the animation curves from the original animation. However, this will mean that the file will have extra information per keyframe and increase the size.

If enabling this option, it is recommended that Sample Rate is disabled and Curve Tolerance is set to 0.

[asset_pipeline]: /user-manual/glossary#asset_pipeline
[target_asset]: /user-manual/glossary#target_asset
[animation_import_settings]: /images/user-manual/assets/animation/animation-import-settings.png
2 changes: 1 addition & 1 deletion content/en/user-manual/billing/index.md
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Expand Up @@ -18,7 +18,7 @@ The Organization plan allows you to add and remove seats at any time. When seats
### Example:
Imagine the following sequence of events:

* A user signs up for a 1-seat Organization plan on 10th April.
* A user signs up for a 1-seat Organization plan on 10th May.
* The user then adds 1 seat on 20th June.
* The user removes 1 seat on 20th August.

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Expand Up @@ -16,10 +16,14 @@ Administrators can do everything the owner can do e.g. create and delete project

### Seats

To give a user a seat, add them to any private project that is owned by the organization. Public projects do not require seats.

![seats][2]

You can see which users have access to your private projects and occupy your available seats. From here you can remove users which will remove them from all your projects, freeing up seats.

The Owner of the organization does not need to occupy a seat if they are not actively working on any projects. It is recommended to have at least one user who will occupy a seat, to be an Admin of the Organization so that they can create new projects and manage existing projects.

![upgrade][3]

Here you can increase or decrease the number of seats for your Organization. This view is available if you have subscribed for an Organization plan.
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2 changes: 2 additions & 0 deletions content/en/user-manual/templates/index.md
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Templates (or prefabs) allow you to speed up your development by creating Entities that are reusable. You can place multiple instances of a Template in your Scene and if you make any changes and apply them to the Template Asset, all instances of that Template will be updated.

<iframe width="560" height="315" src="https://www.youtube.com/embed/2HV8Ib6wYRc" frameborder="0" allowfullscreen></iframe>

## Creating Templates

To create a new Template Asset you can right-click on any Entity in your Scene and select Template &rarr; New Template. This will create a new Template Asset and add it to your currently selected folder in the Asset Panel. The Entity you right clicked will become an instance of that new Template Asset automatically.
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