assembling fbx files into a single dae
by Gibby · in Artist Corner · 11/25/2014 (8:31 am) · 3 replies
Greets all:
I recently purchased a 3d asset that came with each animation sequence as a separate .fbx file with model geometry plus a 'rigged' model without animation. What I'd like to do is merge the animations into the rigged model. I'm using Max2012 for an online class, but am not advanced enough to know how to merge animations. Can someone lead me to a tutorial/resource to accomplish this?
Thanks!
I recently purchased a 3d asset that came with each animation sequence as a separate .fbx file with model geometry plus a 'rigged' model without animation. What I'd like to do is merge the animations into the rigged model. I'm using Max2012 for an online class, but am not advanced enough to know how to merge animations. Can someone lead me to a tutorial/resource to accomplish this?
Thanks!
#2
you do not need to do so.
You can call the relevant animations from each fbx file when needed. Just convert them all to .DAE and then let us say you have a run.dae file.
You then call a onload function in the model.cs file
Then open world editor and add the model to the scene. Click on it and go to Object editor.
You will now see your ambient animation(if your baseShape = "./YOUR_MODEL_NAME.dae"; has one) and your run animation.
Click on the run and enjoy the awesomeness of how Torque 3D fixes this little issue.
Hence from this day you will never again need to merge the single fbx animation files into one long file.
Hope that helps out :O)
03/08/2015 (11:14 am)
Hi Gibby,you do not need to do so.
You can call the relevant animations from each fbx file when needed. Just convert them all to .DAE and then let us say you have a run.dae file.
You then call a onload function in the model.cs file
singleton TSShapeConstructor(YOUR_MODEL_NAMEDae)
{
baseShape = "./YOUR_MODEL_NAME.dae";
};
function YOUR_MODEL_NAMEDAE::onLoad(%this)
{
//the run.dae animation file should be in
//the same folder as the YOUR_MODEL_NAME.dae
//unless you point to is else where
%this.addSequence("./Run.dae", "run");
} Then open world editor and add the model to the scene. Click on it and go to Object editor.
You will now see your ambient animation(if your baseShape = "./YOUR_MODEL_NAME.dae"; has one) and your run animation.
Click on the run and enjoy the awesomeness of how Torque 3D fixes this little issue.
Hence from this day you will never again need to merge the single fbx animation files into one long file.
Hope that helps out :O)
#3
03/08/2015 (4:35 pm)
@Dwarf: you rock.
Raster Ron
I'm not that familiar with 3DSMax but as I recall in Milkshape3D you can merge or append animations to your rigged model if they have the exact bone names and count.
or something like this?
Hope that helps.