Animation max scene > Export animation to game editor Master bind pose max scene > save as max file copy to animate But when I export the whole compiled scene, the animation doesnt play in the FBX file. Ive baked my individual animations as FBX and reimported them into the scene and they animate as expected. the root bone has x,y set to 0.0, 0.0 and its z height set so it matches the mesh standing on ground 0,0 Hi guys, Ive been stuck in this situation where my client wants this whole animation to be exported as FBX for and creating and AR on Unity. this file should be centered to the world, mesh feet on the ground, mesh pivot x,y,z set to 0.0, 0.0, 0.0 Master bind pose max scene > export to game editor your character They should all be coming from the same original master bind pose scene. The issue from your screenshot inside the game engine displays an discordance between the mesh character and its animations. The attached video goes into steps to do this. In the next 30 seconds, youll learn everything you need to know about exporting FBX animations to Unity 3D with Autodesk MayaIf you enjoyed this video, ple. I then tried exporting an FBX file with the default FBX settings and not a single animation got imported into Unity. You should now be able to re-export you new fixed mesh and your new animation in the game engine. blender file into Unity then the animations for all the spheres get joined into one single animation, which is bad because I need each sphere to animate individually. from 'Animation > Load Animation' back to your bones.
You should see the skinning going a bit beserk, that is expected > In the new base mesh Skin modifier > Advance Parameters > Always Deform > Turn in Off and On again. Choose the asset folder of your Unity project as the location for your export, this will make step four easier. It has its use cases, but FBX is a far better option for an animation export. make sure your bones are aligned inside your new base mesh and copy the Skin modifier on top of your new base mesh Note that there is an animation option here, but this will create an obj for each active frame in the timeline. you can copy Skin modifier from your original mesh You must rebuild your Morpher, by repicking all your targets Now all your meshes are Centered to the World from Utility Panel, select Collapse : Output Type > Modifier Stack Result press Collapse Selected from Utility Panel, select "reset x-form" > Reset Selected Set all meshes pivot to Center using the Transform Type-in (with multiple selections you can right-click on the sliders to set them to 0.0) from Hierarchy Panel > Adjust Pivot > press Affect Pivot Only
Now select all your new copied meshes, the base and all targets copies File > Export > FBX (.fbx) You can read more on the FBX export from Blender right here If you need more export options or want to be able load and export Ascii FBX files too, then checkout the Better FBX Add-on.
GH saves out animations as individual 2D images for the steps of a slider so this won’t likely work. You can import FBX files into many programs, including GameEngines like Unreal or Unity. It sounds like the geometry to be saved as FBX has to already have animation data defined for it in the originating app. do the same for all your targets, so you have them all as a mesh Interesting idea, I have not used this ability of FBX but just looked up how this pipeline works in UE4. Set your first target in Morpher to 0% and now set the second to 100% Tools > Snapshot, rename copied mesh to your Target Name Select Morpher and set your first target to 100% (You need to retrieve your target shapes To fix your mesh, from your skinning bind pose Once you're done with the following steps you can reload the animation on your fixed file. You'll need your master scene, where you have the mesh and bones in the Skinning pose.įrom your animation scene, that you provided, select bones and use the Animation > Save Animation In the attached video you'll see steps to do to get all fixed. The mesh pivot should be centered in x and y and z should be on ground, between the feet. The mesh should not be animated in rotation Unfortunately I do not have the original skinning pose in your scene, so harder to fix. I've loaded your scene and saw a few problems in there.