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Import multiple FBX animations

Import multiple FBX animations

Postby SpiderMack » 14 Nov 2017, 20:22

Hi,

It is possible to import multiple animation FBX files ?
For example import FBX character and armature, and import for same character animation FBX files.
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Re: Import multiple FBX animations

Postby SolarPortal » 14 Nov 2017, 21:10

yes, simply name the animations as such:

MyCharacter.fbx
MyCharacter@idle.fbx
MyCharacter@walk.fbx
MyCharacter@run.fbx

and use the prepare inside skyline which will automatically add them to the character model.
They need to be skeleton only animations to work correctly i think...

The other way if all your animations are in one animation and they need split is to write a file with the anim names in and the frames as such:
Code: Select all
walk:     000 - 028
run:     030 - 047
stand:     049 - 079
taunt:    081 - 156
idle:    158 - 258
attack1: 260 - 280
attack2: 282 - 302
attack3: 304 - 339
hit1:    341 - 356
hit2:    358 - 373
death1:    375 - 410
death2:    411 - 450

#Polygon count:

#Goblin: 5167 triangles
#Clothes + bomb: 726 triangles
#Hair: 242 triangles
#Weapon: 438 triangles


Note: The # at the start is a comment.
To add animations using this file, you need to add the character model with the full anim length, open mesh editor > Right click on timeline and import from file

the third way if you anims are in one long anim is to use the mesh editor and extract the anims by frame time using the markers are scrubbing. The first and second method are the fastest :)

Hope this helps :D
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Re: Import multiple FBX animations

Postby SpiderMack » 15 Nov 2017, 09:29

Good.
This should be as wiki or small video tutorial :lol:

About multiple animations FBX files, this is a common way how 3D characters are distributed and sold, so the user doesn't have to bother about frame numbers.

If animations doesn't have the same name with "@" , does Skyline editor allow us to choose the animations manually ?
character.FBX
idle.fbx
run.fbx
attack.fbx

Because most of the time there characters packs doesn't have naming convention.
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Re: Import multiple FBX animations

Postby SolarPortal » 15 Nov 2017, 17:06

you can choose the animations manually from within the mesh editor to import to the current character.
however, if you have seperate files then the naming convention will always work e.g.

<InsertModelName>@<animname>.fbx
Conceive, Quantify & Do!
Skyline Game Engine - Lead Developer.
Please provide as much information as possible when asking for help.


Specs: OS: Win 10 64bit, CPU: Intel i7 3770 3.4ghz x 4 core(8 threads), GPU: Nvidia GTX 1060 6GB, Ram: 16gig DDR3, Windows on 250gb Samsung Evo 860
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