How to add bone animations (FBX. file) into existing operators?

How to add bone animations (FBX. file) into existing operators?

ruffad
Explorer Explorer
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How to add bone animations (FBX. file) into existing operators?

ruffad
Explorer
Explorer

[ FlexSim 17.0.0 ]

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philboboADSK
Autodesk
Autodesk
Accepted solution

This post has a link to the article that explains how you can customize bone animations and the source files used to create the existing operators.



Phil BoBo
Sr. Manager, Software Development
Message 3 of 4

ruffad
Explorer
Explorer

@phil.bobo

Thank you Phil.bobo but i have already read through this old post, it mostly describes how to change material type and textures. the only reference that comes close is where it says "Configuring Animations With the character loaded, you can import the fbx files with just animation data, and it will automatically apply that data to the shape." on page 14.

nowhere before or after does it mention how to load the FBX file into FlexSim. also i am trying to use the existing operator and attach a custom bone animation not load my own character.

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Message 4 of 4

philboboADSK
Autodesk
Autodesk

An fbx file is a 3D shape format that can be set on the Shape property of an object as any other 3D shape format:

4220-change-object-3d-shape.png

In addition to the mesh information about the shape, an fbx file (and several other formats that FlexSim can import) can also contain a bone structure and information on how those bones animate the mesh in the file.

Information about how to use that animation info as animation clips that can be used in the FlexSim animator is found in the User Manual section Modeling Tools > Animation Creator > Key Concepts > Creating and Importing Custom Animations:

4221-animation-clips-2.png

4222-animation-clips.png

"also i am trying to use the existing operator and attach a custom bone animation not load my own character."

That's why there is a link to the source files used to create the default operators in that post. If you want to modify the existing operators, you need to open their files in 3ds Max, modify them there, re-export them, and then re-import them into FlexSim.



Phil BoBo
Sr. Manager, Software Development
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