|01-06-2013, 10:53 AM||#1|
Join Date: Jan 2013
Missing animations after export to fbx
I do have an issue with above title.
I created a character with rig, skinning, weighting and so on.
Now I have a problem relating to export my character object.
The character object was build with the preset-"biped"-rig of Cinema 4D.
I animated it with IK´s. Head, chest, hips, arms and legs have controllers for animation.
The key frames have been recorded with the "auto-key-function".
Each new key frame was set with the appropriate controller.
Now I try to export this character as an FBX file and import it into unity 3D.
Unfortunately, not every animation is available/played as in the original c4d-file. I also tried to import the FBX file in Cinema 4D, here was the same problem. So I think, it is the FBX exporter, which doesn't export correctly!
After I spent several hours in searching Google, I found that it is necessary to "bake" the animation.
So I switched to "full hierarchy" on my character object. Then I openend the timeline, selected all the needed controllers and "bake" them.
In the pop up menu I choose "PSR" and deselect "PLA" and the above "copy".
After the baking is done, I exported the character again as FBX and tested it again with cinema. The result was the same as before. Only a few animations were being played. By analyzing the rig, I noticed some "constraint expression". When I delete this tags, the animation is equal to the FBX exported -> missing animations.
Can it be that the FBX exporter can't convert the "constraint expression"?
My knowledge is rather small. So my question is if this procedure is correct for baking?
I hope someone can help me out, so I can convert the entire character rig with all animations and import it finally in unity 3D?
Thanks a lot in advance!
|01-08-2013, 11:49 AM||#2|
Living Artz - 3D Interactive Design and Animation
Join Date: Aug 2004
Check these posts, they may help:
|01-08-2013, 11:49 AM||#3|
Join Date: Sep 2003
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