Exporting an animation for a game engine

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Hello, I am trying to export a simple animation to use in Unreal Engine but whenever I export the frame range and import the fbx to Unreal, no animation transfers over. I have tried using Export > FBX and also the FBX Rop Output node with no luck.

What am I doing wrong when trying to export these animations?

Thanks
Edited by BackwardsCaptain - Dec. 22, 2020 00:08:26

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FBX_Export_Question.hiplc (490.7 KB)

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Game engines will only expect bone/joint skinning and blendshapes. So there's a few problems with what you're trying to do:
- In your hip file, you're using ROP FBX Output SOP, which is only for raw geometry export. So none of your bones are being exported. The best it can do here is output an FBX file with a point cache.
- Using Export > FBX won't work for you /obj/geometry object either because it's using Point Deform, which the FBX format doesn't know anything about. So even if you get your skeleton exported, the best it can do is still only a point cache because of the Point Deform.

Exporting animation to a game engine like Unreal, you also have to think about the skeleton that you want to use on the engine side so you need to think about how you want to represent it there. On Unreal for example, you might want to use the unreal skeleton. Someone posted some videos on how to do that on Discord https://discord.com/channels/230123485668573184/360761906354454528/776723615608995840 [discord.com] .
Edited by edward - Dec. 23, 2020 10:58:28
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