Announcement

Collapse
No announcement yet.

Importing FBX animations in an automated way onto existing Skeleton

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Importing FBX animations in an automated way onto existing Skeleton

    I have a workflow that requires that we export Skeletal/Animation assets from MotionBuilder via FBX file. I need to be able to import large quantities of these animations without a user clicking through the import modal. ImportAssets command using a JSON file works fine and would be great except there appears to be no way to specify or provide an existing Skeleton to use during import the way you can by specifying a Skeleton in the FbxImportUI. Importing the files this way generates a new Skeleton which is not what I want. I have also tried UEditorEngine::ImportFbxAnimation which always seems to give the me error:
    Mesh contains Root bone as root but animation doesn't contain the root track
    is this something that needs correcting on the input or export side? It's worth noting that the skeleton coming from MotionBuilder and the skeleton we wish to import onto are the same skeleton data and are derived from the same source, we are not trying to import onto dissimilar skeletons.

    I'm currently in the process of digging through the FbxFactory and UFactory code to try to do this in code but there seems to be a lot going on in those classes and the docs are sparse which leaves me wondering if anyone else has tackled this, what I'm missing or has any other useful comments.
    Last edited by ray.pendergraph; 12-21-2017, 07:45 PM.
Working...
X