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Importing multiple FBX animations

Importing multiple FBX animations

Anonymous
Not applicable
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11 Replies
Message 1 of 12

Importing multiple FBX animations

Anonymous
Not applicable

hi,

 

i cant seem to import more then one animation clips onto my rigged character.

each new import overwrites the last.

 

i tried fumbling with animation layers but when i set up layers, base and an extra one, the imported frames are not registered in the layers but again outside them.

 

what is the best way to go about this?

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Accepted solutions (1)
4,515 Views
11 Replies
Replies (11)
Message 2 of 12

Anonymous
Not applicable

i suppose this should be moved to animation area. sry about that.

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Message 3 of 12

Anonymous
Not applicable

bumping this.

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Message 4 of 12

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

Thanks for your patience here, this week has been pretty hectic.  I'd love to help solve this issue for you.  Can you please let me know which version of 3ds Max you are using as well as which type of rig you are using?  I'd like to recreate the conditions here as closely as possible.  I've emailed you a link to a private box where I can view your files if you don't mind uploading them.  If you don't receive it, please check your spam folder.

 

Best Regards,

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Message 5 of 12

Anonymous
Not applicable

no problem alfred, really glad you caught this. thank you.

i am working on 2017 and testing some mixamo rigs and animations but its the general workflow i am wondering about aswell.

experiencing some crashes which i duly reported with a description:)

 

im just not really sure how to approach lining up and editing multiple fbx clips.

the online help i found is a bit obsolete so its hard to know what method to take here.

 

i accepted the box link and looking forward to any pointers.

 

 

 

 

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Message 6 of 12

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

Within the BOX that you accepted you should have the option to upload, if you do so your files will stay totally private and I can investigate your issue specifically.  I'd be more than happy to do this.  The Mixamo by Adobe has been the source of a few errors in the past, so it's probably best for me to test on your actual files.  Thank you so much for doing that.


Best Regards,

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Message 7 of 12

Anonymous
Not applicable

hi again,

 

for one, the script converters for both CAT and biped are broken.

i hope to upload soon,

 

cheers,

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Message 8 of 12

Anonymous
Not applicable

hi alfred,

 

uploaded a couple of files. perhaps we can take it to email from here.

 

thank you again,

 

d

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Message 9 of 12

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

Thanks for uploading these.  If you have a support package I can escalate you to the next level, but otherwise I'm strictly a forum support person.  I won't post any screenshots or anything specific in your files in order to maintain your confidentiality.  I will be looking at the files this afternoon, and thanks again for uploading them.

 

Best Regards,

Message 10 of 12

Alfred.DeFlaminis
Alumni
Alumni
Accepted solution

Hello @Anonymous,

 

This was fun to look into.  I previously didn't know much about Mixamo, but I have a pretty good grasp on it now.  

 

The FBX Model/rig that it imports no longer have bones that count as bones in 3ds Max.  They count as helpers.  Since it's not using a specific bone system anymore, loading clips is going to be very difficult in the FBX format.  There are 3 systems in 3ds Max for handling the loading of animation onto a rig.  One is part of CAT, one is part of Biped, and one is part of regular bones systems.  (And that last one is picky and sort of a pain sometimes.)

 

Adobe has these mixamo characters listed listed as:

FBX, FBX for Unity, FBX for Unreal Engine 4, Biovision, Biovision for 3ds Max Biped, COLLADA

So, the FBX rigs and animations will work great in Unity, but not so great in 3ds Max. 

 

From what I have read on Adobe's site, it says that "All animations are available in multiple formats (FBX, BVH, Collada, etc.)".  FBX animations are supported in many game engines to describe motion of a skeletal system, but for 3ds Max this isn't an ideal scenario.  The FBX files strip out a lot of information about the rigs in order to keep file sizes low for game engines.

 

The best method here is going to be to download the .bip version of the model/rig and use .BVH animation on it to load in the animation clips. From there you should be able to export FBX's no problem to your engine after you have made your customizations.  Also great is using the CAT converter on the rig that comes by default in the .FBX's that you sent.  I have that listed as "alternate" below, but it's every bit as valid and it did work during my testing.

 

Alternate:

I had to try it myself, to see what the problem with the scripts were.  I must admit I didn't have any issues taking your model and converting it to CAT.  If you can get your animations in .BVH, then this should also work for you.  The CAT system is easier to animate with (not having to deal with biped TCB controllers is great if you ask me).  I think maybe they updated the scripts recently, so maybe your version is a bit older.  One thing I did notice was that I left it totally selected when I ran the script as it came right after importing the original character.  You will still want your animations in .BHV instead of .FBX for the CAT system.  

 

TLDR Version:  

1) Use .biped format with .bvh animations.

2) Or, use FBX rig and run the AutoCAT script and use .bvh animations. 

 

With either, you can export .FBX for use in your engine.  

 

Please let me know if you have issues and we'll nail this down.  Please hit the "Accept as Solution" button if my post fully solves your issue or answers your question. This lets me know that I was effective in helping you, and thank you for doing so.

 

Best Regards,

 

Message 11 of 12

Anonymous
Not applicable
this is fantastic alfred. extremely grateful for the assistence.
away from the computer for the next couple of days and looking very forward to diving in.

cheers!!!
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Message 12 of 12

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

My pleasure!  This was a really fun case and I enjoyed looking into it!  If you ever have any issues, I'm here and happy to help!

Best Regards,

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