


So, to me it seems standard import settings are totally off, tried resetting them a couple of times. There is an option to “Ignore Leaf Bones” but this doesn’t seem to do anything, or it does something else I expect it to do - there will be some empty nubs/locators/nulls like “headTop_end” floating in scene after import, they don’t even have the scale of imported rig? How should this option work?Įxperimental “Apply Transform” didn’t seem to do anything even to visual resemblance of “correct import” so I didn’t experiment more with it. Using “Force Connect Children” made extremities look connected, however it completely messed up top level root node animation graph, simple walk along line was messed up and starts to sink into ground instead of walking ahead on ground. Since we have two LOD meshes this means that the importer will create two KIN files but with slightly different names. The Trainz FBX importer will extract the animation data and store it in a KIN file. Enter a clip name and define the Start and End frames. In the Animation Clips group, click Add New Clip. From the Export Set list, select what you want to export. Finger and foot bones don’t connect to each other, they seem to point to some arbitrary “not set” direction, be it parent or world direction I didn’t check. The animation data for the helper(s) as well as the parent/child relationships are exported within the FBX file. To export game animations as an FBX file: Open the Game Exporter. Problem with this is, some extremities are aligned incorrectly. Maybe I didn’t try all possible combinations.
EXPORTING ANIMATION DATA FROM BONGO 2 MANUAL
But it’s beyond me how manual axis selection won’t be able to do same? export (int) var number Export can also take a resource type to use as a hint. export var number 5 Export can take a basic data type as an argument, which will be used in the editor. I also tried “Automatic Bone Orientation” it seems to somehow be able to align x axis along parent-child joint axis. If the exported value assigns a constant or constant expression, the type will be inferred and used in the editor. It seems it’s not possible to get parent-child oriented bone connections? I went through x,y,z as main axis and the same for secondary axis, yet importer doesn’t seem know how interpret rotations in correct manner. Skeleton bone alignment is flipping in all kinds of ways. Please note that this data seems to be otherwise valid data, it reads and exports correctly to other software.įirst try with default FBX importer settings. I could only find very few links / articles about importing FBX data so if you have any links related to this subject, those would be much appreciated!
EXPORTING ANIMATION DATA FROM BONGO 2 FREE
I tried using Mixamo free animations, and skeleton structure from Mixamo seems to be pretty correct IMO, but yet it doesn’t seems to be importing properly into Blender. Relatively new to Blender, have been testing it for general tasks so far, but now I tried to import FBX data into Blender.
