Saving animation

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Granada
Posts: 11
Joined: Tue Nov 10, 2020 5:27 pm

Saving animation

Post by Granada » Wed Nov 11, 2020 12:36 am

Hi guys i have been playing with the fish animation, how do i go about saving out the animation

Dave
Windows 10 Pro 64 bit
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chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Saving animation

Post by chong » Wed Nov 11, 2020 12:40 am

Hello do you mean saving the project or exporting it out for use in other apps? ( Game Engines etc. )?

To save whenever you make a modification you should see a * ( asterisk ) in the top window title. Just click on the File -> Save Project to save the changes.

To export out the animation, click File -> Export Selected Character . This allows you to export to FBX or GLTF.

Thanks

Granada
Posts: 11
Joined: Tue Nov 10, 2020 5:27 pm

Re: Saving animation

Post by Granada » Wed Nov 11, 2020 12:45 am

To export out the animation, click File -> Export Selected Character . This allows you to export to FBX or GLTF.
I tried that ,exported mesh bones textures ect but no animation. I saved project before exporting (running the latest version )

(Edit) Tested again GLTF Working ,FBX not exporting

Dave
Last edited by Granada on Wed Nov 11, 2020 12:55 am, edited 1 time in total.
Windows 10 Pro 64 bit
GeForce RTX™ 2070 GAMING OC 8G
AMD FX (tm)-9590 Eight-core Processor
31.96 GB RAM
3840 x 2160 ,60 Hz

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Saving animation

Post by chong » Wed Nov 11, 2020 12:55 am

Which engine are you importing the animation in?

This is something you can take note of:
https://www.kestrelmoon.com/creature3D_ ... rt_export/


"For certain Game Engines like UE4, if your default animation does not exist, you can try duplicating the default animation by selecting the Character node and re-exporting again"


If you were to open the character up in the default Microsoft's 3D Viewer ( not FBX Viewer ) you should see the animation. This means in your Windows Explorer, right-click on the FBX and Open With -> 3D Viewer ( This is the default viewer that comes with Windows 10 )

For UE4, we are investigating the issue, but right now duplicating the current animation ( Select the Character ( i.e Char0 ) in the Scene Objects browser, then Clone Clip should do the trick.

Update: Actually duplicating the first clip will also make the animation show up in the FBX Viewer. Again this issue will be looked into and addressed in the upcoming updates.

Thanks

Granada
Posts: 11
Joined: Tue Nov 10, 2020 5:27 pm

Re: Saving animation

Post by Granada » Wed Nov 11, 2020 1:00 am

i amended last post GLTF export working ,FBX Not exporting Tested in UU3D

https://www.unwrap3d.com/u3d/index.aspx

Dave
Windows 10 Pro 64 bit
GeForce RTX™ 2070 GAMING OC 8G
AMD FX (tm)-9590 Eight-core Processor
31.96 GB RAM
3840 x 2160 ,60 Hz

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Saving animation

Post by chong » Wed Nov 11, 2020 1:09 am

Good to know, thanks for the update. Will look into the export issue for FBX.

Thanks

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Saving animation

Post by chong » Wed Nov 11, 2020 2:46 am

A new update is now up ( version 0.12 ). this addresses the FBX Export issue.
There is a known problem with the FBX SDK for exporting out animations, the new fix will add a suffix "EXPORT" to the first ( and only first clip ) of the animation project.
Just tested and exported out the animation to both UE4, Unity and Autodesk's official FBX Viewer. This all works now ( used the Elephant + Bat samples as testing ).

Thanks

Granada
Posts: 11
Joined: Tue Nov 10, 2020 5:27 pm

Re: Saving animation

Post by Granada » Wed Nov 11, 2020 12:06 pm

Thank you, also noticed today GLTF export had no uv

(Edit) FBX export fix working fine

Dave
Windows 10 Pro 64 bit
GeForce RTX™ 2070 GAMING OC 8G
AMD FX (tm)-9590 Eight-core Processor
31.96 GB RAM
3840 x 2160 ,60 Hz

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Saving animation

Post by chong » Wed Nov 11, 2020 1:58 pm

Hello,

A new update has been pushed out, uvs should be exported out now.
Here is a test export into GLTF ( the bat character ). This is loaded with the standard BabylonJS viewer and assigning a basic albedo texture to it.
It looks correct:

Image

Cheers

Granada
Posts: 11
Joined: Tue Nov 10, 2020 5:27 pm

Re: Saving animation

Post by Granada » Wed Nov 11, 2020 10:26 pm

Thank you

Dave
Windows 10 Pro 64 bit
GeForce RTX™ 2070 GAMING OC 8G
AMD FX (tm)-9590 Eight-core Processor
31.96 GB RAM
3840 x 2160 ,60 Hz

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