Importing multiple-characters/multiple-animations .fbx?

Importing multiple-characters/multiple-animations .fbx?

bentway
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Importing multiple-characters/multiple-animations .fbx?

bentway
Contributor
Contributor

In short: I'm importing an .fbx into Maya that has multiple characters, and each character's animation is stored as an animation take, but I can't get all the animation takes applied.

I'm exporting multi-character .glbs as .fbxs through Blender. If I re-import the .fbxs into Blender everything is fine--all the characters are there, and everything (including the camera) retains its animation. If I import the same .fbx into Maya, only one of the characters gets to keep their information. I'm sure it's an FBX import setting somewhere in Maya, but I can't figure out how to get everything to come in at once.

On the import tab, I see that Blender is separating out the characters' animations as separate takes. I tried dragging the file onto the Time Editor in Maya and telling it to import all the clips, but Maya gave me an error saying that the associated armature didn't exist in the scene and I had to import that first. So I imported the .fbx as usual, with all the characters, and then tried again to drop it on the Time Editor. It seemed like it was working, but then eventually gave me a "rename namespace" dialog box that didn't do anything--I clicked apply and close and nothing happened, and closing it out stopped the import.

Any pointers on how I can get all the characters and their animations into a scene? (Preferably as one step on import, but you gotta do what you gotta do.)

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magillaGuerilla
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Usually you have a section in the import "file specific options". The process is to select the file, which populates that specific area with info. If you are importing fbx the takes should show up in there and you can select the take.

 

For whatever reason it isn't working for me right now - maybe you are experiencing the same issue?

 

magillaGuerilla_0-1763338590557.png

 

The process is generally to import the model - it will come in with the default anim take

Then import again for each take with the file content mode set to add -you used to be able to specify the range where it is imported but you may have to save the anim in Studio Library after each import. Alternately (and more commonly) you can import the skeleton with one take, define that as a HIK character and then use each character to drive your character around - specifying it from the HIK pull down menu.

 

The only way I can see these options is to go into the dialogue from the file menu, then edit preset. In there you can select the take.

magillaGuerilla_1-1763338887364.png

 

This used to be direct in the import dialogue. The menu to select the preset also seems to be missing.

 

 

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