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Can you use multiple FBX files for animations?

Discussion in 'Animation' started by Mr-GamingWatch, May 28, 2015.

  1. Mr-GamingWatch

    Mr-GamingWatch

    Joined:
    Jan 17, 2015
    Posts:
    29
    Hi. I'm having some trouble with my animation setup.

    I've got an FBX file for my players arms with a throwing animation. I also have a separate FBX file for the same arms in an idle movement.

    My question is how do I go about this? I know most people just animate in one big clip then divide from there, but surely there has to be a way for this to work.

    I read something about using a naming scheme, but there is next to no documentation or support for that.

    Thanks
     
  2. Griffo

    Griffo

    Joined:
    Jul 5, 2011
    Posts:
    698
    Use layers ..

    Place the throwing animation on a higher layer so when called it will override the idle animation.
     
  3. Mr-GamingWatch

    Mr-GamingWatch

    Joined:
    Jan 17, 2015
    Posts:
    29
    But wouldn't I have two different meshes of the same object in the scene?
     
  4. Griffo

    Griffo

    Joined:
    Jul 5, 2011
    Posts:
    698
    Just use the animation file off the other one as long as the skeleton of the meshes are the same ..

    Drag the animation file into the motion field ..
     

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    Mr-GamingWatch likes this.
  5. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    afaik it's not possible to retarget animations onto the same rig (regardless of bone names) if you only have the arm bones.
    If you want to have retarget ability you need to have a complete humanoid bone rig. You don't need a complete character model, but the bones have to match the humanoid rig. Please correct if I'm mistaken @Griffo