Is there a way to import an fbx animation so my existing mesh/targets doesnt get deformed. I want to make the targets from the imported fbx follow or assume the position of the targets of the existing model. I guess I could manually move all the targets back in to place of the model,but as a newbie I was just wandering if there is a smarter/easier way 😉
Sorry if my 3ds max lingo is not correct 🙂 i've attached an image to illustrate my problem
again I am an amateur, but I think what I'm asking is: can Import only the animated rotation of the joints and avoiding the reposition of the joints
I'm 4 and a half years late on the reply here, but in case anyone finds this looking for similar answers, this process started to get me somewhere:
Note that if your legs change length, the feet will float around even if the animation got imported perfectly. For standing animations I had some luck locking the feet down with IK constraints before loading the animation, and then animating any foot movement manually.
Another solution could be to keyframe everything on your rig on frame 0, then Load the animation by inserting it at frame 1. You could then manually remove any scale and position keyframes you don't want using the graph editor, leaving them at whatever they were on frame 0. Maybe?
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