Skip to content

The Match Tree

When you browse to a .anm, OTS reads every item in the file and tries to find it in your current scene. The list it shows you is the result of that search — and it's the last thing you look at before you commit.

An .anm import in Maya, with one unmatched row painted amber

The summary line

Above the list, one line tells you what you're holding:

3 pegs — 2 matched · 1 camera · frames 1–60

Part Means
3 pegs How many items the file contains
2 matched How many resolved to something in this scene
1 camera How many of them are cameras. Cameras are counted separately and never counted as matched
frames 1–60 The range the file was exported with

If matched is lower than you expect, the list below tells you which ones missed.


Row colours

There are exactly two colours in the list, and they mean two unrelated things.

ColourWhereMeans
Camera-P The whole row Unmatched — this item from the file found nothing in your scene
spaceship The Rig cell, on child rows Inherited — this item follows its root's rig; it isn't a separate choice

That's the whole legend. Everything else in the list is ordinary text on the alternating row background, and the blue you see on a highlighted row is just the selection.

Amber means unmatched — nothing more

An amber row is not an error, and it is not a warning about your data. It is one specific statement: OTS could not find a target for this item in the scene you have open right now.

It's amber rather than red on purpose — this is a routine state with an obvious next move, not a blocker.

Common and completely normal reasons:

  • The scene is empty. You're about to press Create Rig, which is exactly the right thing to do. Everything is amber because nothing exists yet.
  • It's a camera peg. On a fresh import into Maya or Blender, there is no joint or bone carrying the camera's name, so its row is amber. Create Cameras handles it. This is why cameras are counted separately in the summary.
  • The names differ. The rig on this side was built by hand, or renamed, or came from a different version.

What it actually costs you: Apply skips unmatched rows. It won't error, it won't guess — it just doesn't write them. So if you press Apply and something didn't move, look for amber.

Colour and icon are independent

The icon says what a row is; the colour says whether it matched. They're set separately, so an unmatched camera shows both — a camera icon and amber text. Neither signal can mask the other.

Amber rows don't clear themselves

After Create Rig or Create Cameras, the list still shows the match state from when you browsed. The rows stay amber even though the targets now exist.

To re-run the match, press Browse… again on the same file. This is expected behaviour, not a failed build — check your scene, not the list.


Icons

Icon Means
Active camera This item is a camera, and it's the scene's default camera
Inactive camera This item is a camera, but not the default one
(none) An ordinary peg / bone / joint

Blender's panel signals the same things with Blender's own icons — a checkmark for matched, the warning triangle for unmatched, and its native camera icons for active and inactive.


How matching works

OTS tries, in order:

  1. The stored path. Every exported item records the full path it had in its source scene. If a node still lives at that path, and it's still the right type, that's the match.
  2. An exact name match. The item's base name against the scene's objects.
  3. The suffixed variant. In Harmony, a -P peg-suffixed variant of the name.

The first hit wins. If none hit, the row is amber.

Suffixes like Harmony's -P are stripped for matching purposes, so a peg named hip-P and a joint named hip are considered the same item. That's what makes a round trip through three applications with three naming conventions land on its feet.


Fixing a miss

Edit the target path. Double-click a row's Target path cell and type the correct path. Only that column is editable — double-clicking the name column deliberately does nothing, so you can't rename an incoming item by accident.

Untick it. If the item genuinely has no home in this scene and you don't want it, untick the row and Apply ignores it.

Rename in your scene. If several rows missed for the same reason — a naming convention change, say — fixing the scene names and pressing Browse… again is faster than editing rows one at a time.

Build it instead. If most of the file is unmatched, you probably want Create Rig rather than Apply.


Reading the hierarchy

Indentation is the parenting. There is no Parent column, because the indentation is the structure that will be built or matched.

Fold arrows appear on root rows only — a chain's interior can't be collapsed, so you can always see the whole of a chain you're about to touch.

The Rig column shows which rig each row belongs to; roots get an editable dropdown, children get dimmed inherited text. See Rigs & Multi-Rig.