Klimczak.Jan Posted June 26, 2018 Share Posted June 26, 2018 Hi, I observed that .anim files are generated in .runtime directory. So how can I use it at the moment e.g. by addAnimation function of ObjectMeshSkinned ? Cheers Link to comment
alexander Posted June 27, 2018 Share Posted June 27, 2018 Hi Jan, 1) Double click to your FBX file inside the Editor to undestand the name of your .anim file. 2) Use addAnimation like this: obj->addAnimation("<path_to_your_fbx_file>/<file.fbx>/<your_anim_file.anim>"); For example: "models/soldier/soldierA.fbx/run.anim" Best regards, Alexander 1 Link to comment
Klimczak.Jan Posted June 27, 2018 Author Share Posted June 27, 2018 Thank you Alexander :) That's works. Btw please update doc at https://developer.unigine.com/en/docs/2.7.1/api/library/objects/class.objectmeshskinned?rlang=cpp&words=animation%2Canim#highlight :) Link to comment
fox Posted June 28, 2018 Share Posted June 28, 2018 Hi Jan, Documentation updated! It will be available with the upcoming release. Thanks! 1 Link to comment
trey.coursey Posted July 16, 2018 Share Posted July 16, 2018 I have not tried this yet, but will imported CAMERAS from an FBX have the same .anim file that could be applied to a camera? Syncing one camera system with Unigine's Camera of sorts? Link to comment
silent Posted July 17, 2018 Share Posted July 17, 2018 Trey, As far as I know FBX doesn't store any camera animations (but I would love to be wrong here). If you can provide an example of FBX file with animated camera path example that can be viewed in some kind of 3rd party software like FBX Reivew? Probably we can do something with it in the future updates. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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