SI to UNITY - FBX separated animations
SI to UNITY - FBX separated animations
Hey people,
Any tips and tricks how to export animations from SI for unity in separate FBX files.
So character in one FBX and animations in separate FBX per aniamtion.
All together works just fine, using GEAR for rig and shadow rig in it.
But not sure how to go with this other option.
Thanks!
Any tips and tricks how to export animations from SI for unity in separate FBX files.
So character in one FBX and animations in separate FBX per aniamtion.
All together works just fine, using GEAR for rig and shadow rig in it.
But not sure how to go with this other option.
Thanks!
Re: SI to UNITY - FBX separated animations
If I export out the animations in parts it helps. When you export the animation, Unity will support multiple files with the '@' prefix. This way you can separate your animations from your file. You then have the option to turn them on and off in the Inspector.
Example export:
gear.fbx - this will be your base model.
gear@idle.fbx - one part of your animation
gear@movingfast.fbx - fast loop animation
gear@movingsuperfast.fbx - super fast loop animation
etc......
When you import these files into Unity, it will automatically understand these files are associated with your gear.fbx base model. You can then reference these animations in the Inspector or you can reference them in code 'playAnimation("movingfast");
Check out:
http://docs.unity3d.com/Documentation/M ... ImportFile
Good Luck,
Glen
Example export:
gear.fbx - this will be your base model.
gear@idle.fbx - one part of your animation
gear@movingfast.fbx - fast loop animation
gear@movingsuperfast.fbx - super fast loop animation
etc......
When you import these files into Unity, it will automatically understand these files are associated with your gear.fbx base model. You can then reference these animations in the Inspector or you can reference them in code 'playAnimation("movingfast");
Check out:
http://docs.unity3d.com/Documentation/M ... ImportFile
Good Luck,
Glen
I use Softimage for game development. Is there really anything else?
http://www.gdebello.blogspot.com
http://www.gdebello.blogspot.com
Re: SI to UNITY - FBX separated animations
I was wondering more about export it self.
Do I export first non animated character as FBX, and then animated version, each in it's own file but they all contains full body geometry and everything?
For example I have character SomeCharacter rigged in gear.
So I export simple rigged character without any animations as SomeCharacter.fbx
Then I have for example two separate scenes one is walk and other run animation.
And then I export those using same export options as 1st one, just naming them SomeCharacter@walk.fbx and SomeCharacter@run.fbx, but exports full geometry and animation.
Later on Unity loads FBX without animations and then I have animation files beside.
Wondering about that export option, do I export full geometry selected shadow rig and meshes, or just shadow rig ploted wihtouth geometry?
Thanks!
Mirko
Do I export first non animated character as FBX, and then animated version, each in it's own file but they all contains full body geometry and everything?
For example I have character SomeCharacter rigged in gear.
So I export simple rigged character without any animations as SomeCharacter.fbx
Then I have for example two separate scenes one is walk and other run animation.
And then I export those using same export options as 1st one, just naming them SomeCharacter@walk.fbx and SomeCharacter@run.fbx, but exports full geometry and animation.
Later on Unity loads FBX without animations and then I have animation files beside.
Wondering about that export option, do I export full geometry selected shadow rig and meshes, or just shadow rig ploted wihtouth geometry?
Thanks!
Mirko
Re: SI to UNITY - FBX separated animations
If I understand correctly:
1. Base character can be exported out of Softimage through FBX without any animations applied but it must be rigged and ready to go.
2. You can export out separate animations with '@' applied.
3. Rigs must have geometry attached. There is also a limitation to how many joints can be imported into Unity. You also have to make sure that your animations are baked.
4. I don't think Unity will just recognize a rig without Geometry. It may recognize it but I don't think it will associate the rig with any model. I haven't tried it yet but I will put it on my list to test in Unity.
I hope this helps.
Glen
1. Base character can be exported out of Softimage through FBX without any animations applied but it must be rigged and ready to go.
2. You can export out separate animations with '@' applied.
3. Rigs must have geometry attached. There is also a limitation to how many joints can be imported into Unity. You also have to make sure that your animations are baked.
4. I don't think Unity will just recognize a rig without Geometry. It may recognize it but I don't think it will associate the rig with any model. I haven't tried it yet but I will put it on my list to test in Unity.
I hope this helps.
Glen
I use Softimage for game development. Is there really anything else?
http://www.gdebello.blogspot.com
http://www.gdebello.blogspot.com
Re: SI to UNITY - FBX separated animations
Pardon my ignorance, how would you bake an animation into an FBX rig from SI?
Re: SI to UNITY - FBX separated animations
In Softimage its called plotting (baking) the animation. Sorry about that. Here are some documents that can help you along. I don't know where you are in the process of the rig or the animation.
http://softimage.wiki.softimage.com/xsi ... mation.htm
When you export the animation using an FBX Unity will only recognize the 2012 FBX exporter and below. I hope this helps. Also check out http://www.3DMastermind.com rigging tutorials, a lot of good information. Let me know if you have anymore questions about getting the animation into Unity. Halloween here tonight but maybe this weekend I will put a video together if still needed.
Good Luck!
Glen
http://softimage.wiki.softimage.com/xsi ... mation.htm
When you export the animation using an FBX Unity will only recognize the 2012 FBX exporter and below. I hope this helps. Also check out http://www.3DMastermind.com rigging tutorials, a lot of good information. Let me know if you have anymore questions about getting the animation into Unity. Halloween here tonight but maybe this weekend I will put a video together if still needed.
Good Luck!
Glen
I use Softimage for game development. Is there really anything else?
http://www.gdebello.blogspot.com
http://www.gdebello.blogspot.com
Re: SI to UNITY - FBX separated animations
Thanks for the links. =) I will have to start delving into Unity and try all this out! In the future I realllly want to get into immersive media and games.
Re: SI to UNITY - FBX separated animations
Let me know if you have any more questions. We have been using Unity for about two years now with Softimage, Maya, 3DSMax and Lightwave in our production. A lot of stuff but they all have their niche.
Glen
Glen
I use Softimage for game development. Is there really anything else?
http://www.gdebello.blogspot.com
http://www.gdebello.blogspot.com
Re: SI to UNITY - FBX separated animations
Thanks for posting! Great info. I haven't used Species yet but looks like a valuable plug-in.
Glen
Glen
I use Softimage for game development. Is there really anything else?
http://www.gdebello.blogspot.com
http://www.gdebello.blogspot.com
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Re: SI to UNITY - FBX separated animations
Please, someone, make a 2020 video for the new Unity. It's amazing the new mecanim features it has, and yet no one has shared anything about it regarding softimage workflows.
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