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Generated .anim files for imported FBX


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Posted

Hi,

I observed that .anim files are generated in .runtime directory. So how can I use it at the moment e.g. by addAnimation function of ObjectMeshSkinned ?

Cheers

Posted

Hi Jan,

1) Double click to your FBX file inside the Editor to undestand the name of your .anim file.
2) Use addAnimation like this: obj->addAnimation("<path_to_your_fbx_file>/<file.fbx>/<your_anim_file.anim>");
For example: "models/soldier/soldierA.fbx/run.anim"

Best regards,
Alexander

  • Like 1
Posted

Thank you Alexander :) That's works.

Btw please update doc at https://developer.unigine.com/en/docs/2.7.1/api/library/objects/class.objectmeshskinned?rlang=cpp&words=animation%2Canim#highlight :)

Posted

Hi Jan,

Documentation updated! It will be available with the upcoming release.

Thanks!

  • Like 1
  • 3 weeks later...
Posted

I have not tried this yet, but will imported CAMERAS from an FBX have the same .anim file that could be applied to a camera?  Syncing one camera system with Unigine's Camera of sorts?

Posted

Trey,

As far as I know FBX doesn't store any camera animations (but I would love to be wrong here). If you can provide an example of FBX file with animated camera path example that can be viewed in some kind of 3rd party software like FBX Reivew? Probably we can do something with it in the future updates.

Thanks!

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