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Start animation on frame 1 after FBX export?

5 REPLIES 5
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Message 1 of 6
Anonymous
3337 Views, 5 Replies

Start animation on frame 1 after FBX export?

I have several animations on the same object in the same scene. For example, frame 1-50 is an idle animation, frame 51-100 is a walking animation, frame 101-150 is a jumping animation, etc. I then bake and save them out to seperate FBX-files for each animation. Tried both with and without Game Exporter.

 

The problem I get, is that every FBX contain the same number of frames, even if the baked animations are on the correct frames. For example, exporting the walking animation (selecting only frame 51-100) I first get 50 frames of static model, followed by the walking animation, followed by another 50 frames of static model. Exporting the jumping animation (selecting only frame 101-150) gives me 100 frames of static model, followed by 50 frames of jumping. So it actually only saves the animation for the frames I select, but it keeps the same frame numbering from the original scene, with the non-exported animations becoming empty frames.

 

So my question is this; for each file I export, is it possible to make the newly exported animation start on frame 1? Preferably without going into every FBX and manually moving the keyframes down to frame 1.

5 REPLIES 5
Message 2 of 6
santd
in reply to: Anonymous

Hello @Anonymous,

 

Thank you for posting to the Area forums.

 

I took a look and was not able to find such an option. Usually the expected workflow is that the time range for the specific animation will just be input in the game engine.

 

Just curious if you were planning on doing something different with it in which this would be more beneficial.

 

Look forward to hearing back.

 

Cheers,




David Santos

Message 3 of 6
remimcgill
in reply to: santd

Hi there,

So what it is doing is what I would expect.  Right now there is no feature to have each clip's time re-numbered to start at 1.  

 

What is the issue that you are trying to solve?  Where are you importing these animations to after you export them?  Is there some problem with the animation starting at the time it did in the original file?  Or some reason why you want it to start at 1?

 

Let me know,

Thanks,

Remi

Message 4 of 6
Anonymous
in reply to: remimcgill

I'm also trying to export out "only the selected clip" and instead it starts at 0 and has empty frames until it reaches the actual animation start frame. This creates dramatically large animation clips when you're trying to work on a group of animations.

 

For example, I have a group I call Basic animations. These are all of the basic animations like idles, walk, run, jump etc. Basic mobility group. The range is something like 0-3300. If I have an animation clip that starts at 800 and ends at 840 and I export it out I get an animation that is not 40 frames but is instead 840 frames and the first 800 are blank. The file is huge compared to a 40 frame file. So it just doesn't work like it should.

After exporting an animation out, I then open it in Ultimate Unwrap to convert it to the format I need.

In my case that's dae or dts/dsq.

I don't know, I may have to go with one huge animation group and set the animation clip times in the game engine instead.

It kind of defeats the purpose of being able to export out individual clips.

Sometimes I just want to fix the one clip and replace it rather than exporting out a huge file which takes a long, long time.

Message 5 of 6
Anonymous
in reply to: santd

If you want to export your animated FBX to sketchfab - the individual clips will not loop properly because of this missing feature. =/

 

If you on the other hand make your animation in blender instead - they will loop properly 🙂

 

Please catch up with blender and make maya capable of exporting multiclip fbx that doesnt have such a huge flaw

Message 6 of 6
jvongermeten
in reply to: Anonymous

As far as I can tell, this is still an issue seven years later. Autodesk, why do you insist on asking people "why do you need to do this, why isn't it fine the way it is?" A better question is "why would you assume that people want a 0-1000 frame sequence that only utilizes frames 920-1000 for a sitting down animation?"

 

Most people exporting multiple clips are probably using them for game engines, in which they don't need a long sequence of animations, but a set of animations for a single character which they can use interchangeably in an animation graph.

 

Has there been a fix to this that I'm just unable to find yet..?

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