ly.wu Posted June 6, 2020 Share Posted June 6, 2020 hello i import a fbx file to asset browser,the animation dont import from the file. I followed the video instructions(Importing 3D Models) exactly. the fbx file is very simple,just a box rotating. Link to comment
morbid Posted June 8, 2020 Share Posted June 8, 2020 From your screenshot it looks like you've selected the parent Node Dummy. Please expand the hierarchy and select mesh node. 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
biglong Posted June 9, 2020 Share Posted June 9, 2020 On 6/8/2020 at 4:01 PM, morbid said: From your screenshot it looks like you've selected the parent Node Dummy. Please expand the hierarchy and select mesh node. Hi,I have the same question.I use the Community Free.. Link to comment
morbid Posted June 10, 2020 Share Posted June 10, 2020 Hi @biglong, We moved all object-specific parameters to the main tab. The video shows old UI. According to your screenshot this cube has no animations and was imported as MeshStatic. If you're sure it has animation try to restore default import settings. 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
biglong Posted June 11, 2020 Share Posted June 11, 2020 On 6/10/2020 at 11:40 AM, morbid said: Hi @biglong, We moved all object-specific parameters to the main tab. The video shows old UI. According to your screenshot this cube has no animations and was imported as MeshStatic. If you're sure it has animation try to restore default import settings. thank you very much!I will try again. Link to comment
biglong Posted June 11, 2020 Share Posted June 11, 2020 Hi,Morbid,I try it again ,but it still not work. In maya ,I set the parameters like this:P1 In Unigine, Like this:P2 Link to comment
samuel.bruner Posted June 15, 2020 Share Posted June 15, 2020 its still a meshstatic, you have to use skinned mesh Link to comment
biglong Posted June 15, 2020 Share Posted June 15, 2020 1 minute ago, samuel.bruner said: its still a meshstatic, you have to use skinned mesh that's so sad. Link to comment
samuel.bruner Posted June 15, 2020 Share Posted June 15, 2020 (edited) And the animation is inside the fbx, try double click on the .fbx file if you have an animation inside, just create a skinned mesh and use your mesh if you don't have animation in the fbx file you probably don't exported the animation Edited June 15, 2020 by samuel.bruner Link to comment
biglong Posted June 15, 2020 Share Posted June 15, 2020 1 minute ago, samuel.bruner said: And the animation is inside the fbx, try double click on the .fbx file Double click on the .fbx file?I can't understand yet.Maybe i can use the export plugin for maya export and unigine import.I will get a maya2012 later. Link to comment
biglong Posted June 15, 2020 Share Posted June 15, 2020 8 minutes ago, samuel.bruner said: And the animation is inside the fbx, try double click on the .fbx file if you have an animation inside, just create a skinned mesh and use your mesh if you don't have animation in the fbx file you probably don't exported the animation Thanks a lot.I will try. Link to comment
morbid Posted June 16, 2020 Share Posted June 16, 2020 @biglong, only skinned (bone-based) animation is supported at the moment. All other types will be ignored at the import stage. We're considering extending of the animation support in the future. 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
werner.poetzelberger Posted June 16, 2020 Share Posted June 16, 2020 (edited) Maybe this trick will help here. I used that 10 years ago in a different Engine. Animation as skinned object is not necessarily a limitation ;). You could try the following: Instead of animating your actual object, you animate a bone which is skinned to a simple object (I guess one skinned vertex could be enough), I used just a box. This functions as a dummy object in your cct. (maya?) The bone can have all the transforms you need (although I never did try scaling). Export the animation and your skinned dummy (box). In Unigine, you can expose the skinned bones and access it via the World Transform Bone. Create this via: Create>Mesh>Skinned Bone Set this bone as a child of you skinned mesh and select the matching bone of the skinned mesh (parent). Now you can attach your actual object (static mesh) which you wanted to be animated. I used this method for complex simulated animations of a Truck with a trailer and hirachrical bones. It does not really influence you workflow as you can animated any object in cct. Afterwards attach a bone, skin it and export the animations. Maybe, depending on your scene and export options you might bake the animations in maya onto the actual bone (but I guess you know how to do this in Maya, not my special field .. ;). I did that from 3dsMax. But this Method should be universal, as it does not utilize any special cct features, so it should be possible from out any content creation tool. Let me know if that helps. Best.w. Edited June 16, 2020 by werner.poetzelberger 1 Link to comment
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