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FBX Import animation extract
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  • dateZ
  • Posted: 05 December 2011 01:40 AM
  • Total Posts: 1
  • Joined: 02 December 2007 03:41 PM

Hi all!

I’m currently creating an educational game and I was asked if it was possible to extract the animation out of an fbx character.
The problem is that the animations are already applied so i don’t have a standard t-pose.
I am able to see his movement and skeleton in motionbuilder.

Is a t-pose or identical pose necessary to extract and apply his animation on a new avatar?
Any help or a good tutorial pointing to this particular problem would be more then welcome!!

Thanks alot!!
Math



Replies: 1
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Short answer: Probably.

Are you saying that your animation data is currently on a skeleton and you would like to move it to a character rig?  If so, you can do that pretty easily. Drag a new character onto your animated skeleton. Characterize it however you like, but don’t build a control rig yet. Once characterized, set the “Input Type” to skeleton. You’ll now have your animation data tied to a control rig and as such, you can move it to other rigs, animate layers on it, etc.

MoBu moves animation data pretty well. If this example wasn’t quite what you were trying to do, let me know and I’ll see if I can be of more help.

Author: RetiredGamer

Replied: 19 December 2011 03:33 AM