Hi,
Well I've been throwing whatever I can a Mixamo today and I am pretty impressed.
Bt now to my Unity workflow / FBX editing problem....
I've imported FBX files with boned, meshed, and with embedded animations into Unity (that was fine).
The problem was I want to modify the animation embedded in the FBX. So following advice, I do ^D to duplicate the animation so I can edit it as the original is read-only.
The problem is it says the animation has been duplicated and it showns up twice in the Heirarchry but only shows up in the Animation edit tab once and that is the original read-only animation.
I could have sworn I was able to do on another FBX with another animation.
The animation I'm specifically trying to edit and cannot is contained in an example FBX 'LocalMotionBlend.fbx' that is in the Samples folder of the AutoDesk FBX Converter 2012.2
For some reason I couldn't upload that model to Mixamo either.
At any rate what IS the best to set up a character with animations?
I was thinking only import the meshed and boned once, and in a T-pose but for each animation I should import only the skeleton, in @ format, the way Mixamo exports them and then assign these the the character in the T-pose.
Problem is, will I be able to edit the skeletal animations or are they going to be like the aboved mentioned 'LocalMotionBlend.fbx' and be read only?
Any advice?
Thanks.
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EMPLOYEE
1Dear Jagrogan,
Your workflow is fine:
"I was thinking only import the meshed and boned once, and in a T-pose but for each animation I should import only the skeleton, in @ format, the way Mixamo exports them and then assign these the the character in the T-pose. "
This is exactly how it should be done. Make sure you have the t-pose file as character.fbx in the same folder of character@animation.fbx so that unity takes automatically care of matching the animations.
You will be able to duplicate and edit the animations. Can you email the fbx that is giving you problems to support at mixamo?
Thanks.
Stefano -
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Hi Stefano,
I will send you the file. It doesn't seem to be a normal FBX. I was wanting to study it to learn additive animations by 'subtracting' the animations contained in it.
Thanks. -
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So also it would be best when creating or buying models to do so with same number of bones I guess or go in and edit them to match Mixamo's.
Does this LOD feature mean the bones are variable for detail level? e.g. High = 124, Med = 80, Low = 42, Crowd = 20? -
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Jagrogan,
If you are referring to the Custom Character PRO, yes there are several skeletons you can choose (game, game_roll, etc.) with different number of bones. LOD though usually refers to just the mesh/texture resolution.
Thanks.
Stefano -
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Thanks very much.
Yes that's what I was refering to, I'll have to read up on LOD.
From what I've read it's just mesh/texture resolution as you say. I thought number of bones would be a logical extension of that ideal. There is probably something fundamentally different in the way those are rigged so that LOD can't include that. -
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Maybe this is one of those 'new' type models without bones but 'muscles' for lack of knowing the correct terminology. Seem as soon as I have a faint clue they change everything again.